
The palette map is the color indexed texture, pointing to coordinates in the palette key. Given a source image it creates two other texture files: a palette map (the color indexed image) and a palette key. This tool is designed to help you quickly create a color indexed image from your source image. It is possible to create color indexed images by hand in a drawing program, but it is tedious and prone to error. With the color information split out into another structure, you can easily change all colors in the image simply by changing out the palette. With each pixel storing only one byte instead of four, a color indexed image should be quarter the size of its uncompressed source image. Typically the palette size is a byte, allowing for 256 unique colors, which is what this tool uses. This reduces redundant information resulting in a smaller file size.

In a color indexed image, instead of storing color information each pixel points to its corresponding color’s index in a palette of colors. A typical image stores pixels as colors, which consist of 4 bytes, one for each color channel and the alpha value. To solve these issues, we can use a color indexed image.Ī color indexed image is made up of two structures - an indexed image and a palette of all the unique colors in the image. Maybe you want blonde hair and a blue cape. You could instead use color tinting on a black and white texture but that will only allow you to make all colors in the image a shade of one color. And if we want to allow many combinations, like a custom hat color, custom cape color, and custom armor color, it would be virtually impossible to draw every permutation. When you want to make a change you have to change every version of the texture. One solution to this is to draw separate sprite sheets for each color variation, but that has the con of using more memory and more importantly, difficult upkeep. Or maybe we want to let players dye parts of their armor.


Maybe we want to have several color variants for playable characters, like in Super Smash Brothers. In games we often want to colorize the same 2D image many different ways.
#UNITY CREATE TIME PALETTE UPDATE#
I will update it when I'm finished with major outstanding features and I've figured out the final workflow. Pixel Palettemap "palettizes" textures, allowing them to be used with a shader for alternate color schemes and palette swapping.
