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Sprite Recolour Map Generator

Introduction

This tool generates the base textures needed to easily recolour sprites flexibly on the fly in a shader, while preserving easy authoring of the original sprites.

There's a demo project in Unity using assets produced by this tool here: Unity Sprite Recolouring Demo. Example

How to use

An artist creates a sprite exactly as they usually would. This tool generates from that a derived "reference" sprite and a base palette, stored either as a separate small texture or shader parameters. Combining the two in a shader re-creates the original appearance, and alternative colour palettes can swapped in at runtime by providing alternate palette textures or changing shader parameters.

Usage:
  spriterecolour [options] <input file>

Options:
  -o, --output string    Output sprite file; default <input>_reference.png
  -t, --texture string   File to write palette as texture; default <input>_palette.png
  -p, --params string    File to write shader params to; default none
                         Mutually exclusive with --texture
  -b, --byte-params      When using --params, write values as 0-255 instead of 0.0-1.0-255

Principle

Previous work

The core idea is an extension of this blog post. In that case, the Red colour component of the original sprite is used to index a texture containing the replacement colours. While this is fine, it requires that the artist never uses 2 colours with the same Red value, which is overly limiting.

What SpriteRecolour does differently

SpriteRecolour allows the use of any input sprite, and performs these steps

  1. Analyse the image and identify all the unique colours
  2. Sort the colours into a colour palette ordered by perceptual distance (CIE76)
  3. This palette is saved to a palette texture; this is power-of-two sized, and at most 256 wide. If more than 256 colours are needed the texture also grows vertically in powers of 2.
  4. Write another sprite texture the same size as the original, which we call the reference sprite. Set the colour components as follows:
    • R = Colour index, which is either:
      • U texture coord to palette texture (default if --params not used)
      • Parameter index to shader parameter (if --params used)
    • G = V index of colour in palette texture (if --params not used)
    • B = Currently unused
    • A = original alpha

When rendering the sprite, we simply combine the reference sprite with either a modified palette texture or modified shader arguments to recolour it.

The recombination algorithm is:

out.rgb = GetPaletteColour(in.r, in.g);
out.a = in.a;

Where GetPaletteColour either samples a palette texture (no filtering / mipmapping) or indexes an array of shader constants containing the replacement colour.

Differences when using palette textures/parameters

The values in the Red channel are different depending on whether you're using a palette texture or shader parameters to specify the palette.

  1. When using a palette texture, the colour index is rescaled so that it becomes a valid texture coordinate. If the palette texture is smaller than 256 pixels wide then this will be different to the colour index. The same applies to the green channel if more than 256 colours are used.
  2. When using shader parameters, the values are always the unmodified index of the colour. Because of this a maximum of 256 colours are allowed

Limitations

No filtering or mipmaps

Mipmapping or filtering doesn't work because the textures are no longer continuous, having unrelated values next to each other. Therefore you need to disable all texture filtering and mipmaps for both the reference sprite and the palette texture.

No lossy compression

Because the output reference sprite relies very heavily on correct indexing using the Red channel, lossy compression cannot be supported. The reference sprite is always output in PNG format right now, and you should not convert it to a lossy compressed format such as JPG or (sadly) ETC/DXT/S3TC.

Example: texture settings in Unity

Click on the sprite texture, and in the Inspector, check the "Override for.." box and set the format to "Truecolor" (or in Advanced mode, "ARGB 32 bit").

You probably also want to make sure that the Packing Tag for the sprite is set to a value that is only shared by other sprites using recolouring.

Note: if you're using a texture as the recolour palette, make sure you import this into Unity as a regular texture and that it's not a Sprite, you don't want to pack it with other sprites. You can use compression for this texture if you like but watch out for artefacts if adjacent hues are very different.

L8A8 support

Where the number of colours in the input sprite is <= 256, we could encode it in the reference sprite as just 8 bits of luminance and the alpha, i.e. L8A8 rather than RGBA. The only reason I'm not doing this is that I found out too late that Go's image package doesn't support LA formats, only RGB[A] and plain L (greyscale).

You can work around this by post-processing using ImageMagick:

convert -separate -channel RA -combine sprite_reference.png sprite_reference_la.png

The output sprite_reference_la.png only uses 2 channels then, which in uncompressed texture memory is half the size (the PNG will only be a bit smaller because of its compression but at runtime it will be uncompressed). It's only worth doing this if the engine you're using supports L8A8 textures; for example as far as I could tell Unity still converts L8A8 PNGs to RGBA textures internally, so you don't save anything in practice. Other engines may support L8A8 natively (e.g. I know Ogre does)

Premultiplied alpha

Premultiplied alpha is not supported right now, because the palette RGB and alpha are stored separately. If you use an input texture with premultiplied alpha then things may kind of work; but if alpha varies per reference colour you'll get more colours in the output palette (since say red=200 is 200 at full alpha and 100 at half-alpha, which looks like different colours to this tool) so it won't be as easy to supply replacement palettes.