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What is the difference between a Texture editor and Shader Graph or other node-based shader editors?
Writing a custom shader for many objects in a scene is not always the best idea. Custom shaders can sometimes fail building on specific platforms, be unnecessarily slow and aren’t always cross-pipeline compatible.
Texture editors output one or more textures in PNG format, not shaders.
This means that you can use these textures with Unity default materials and enjoy cross-platform guarantee and great performance on any pipeline.
As the generated textures are in PNG, you can use them in custom shaders too, or for non-Unity related purposes such as designing logos.
Why choose Seamless over any other procedural texture creator?
☑ It works natively on any Unity version newer than 2020.3 and on any render pipeline.
☑ It is a lightweight asset without any external dependencies.
☑ It comes with unique primitives such as the “squircle”, warped noise and many other features.
☑ It supports non-square textures and makes it easy to work with them.
☑ It is integrated in the Unity editor offering the fastest workflow possible.
☑ It comes with a great set of exclusive textures, including the graphs to modify them.
If you need help, or you want to show off you work, you can join the Discord server