Adriano Muricy3D Generalist · Technical Artist

Premium Store Capture Tools

Getting alpha out of a custom URP pipeline, and three editor tools so the Capture Artists stopped fighting the scene.

Gameloft Montreal · live-ops store pipeline · Unity, URP, editor tooling

UnityURPEditor toolingRenderingLive ops
Base pass, mannequins, outfits, final — all with a real alpha channel, straight from Unity.
80–100new store items per update
50%of images need no paintover at all
~50%faster on the ones that still do

The problem

Every update ships 80 to 100 new items, grouped in bundles, each bundle needing one render. The custom URP could not output an alpha channel, so everything was shot against a green or magenta screen and keyed by hand.

Outfits were the worst case: three captures each, timelines and animation tracks added by hand to the character and to every piece of clothing, and the body poking through half of the garments. The brief ended every discussion with "the 2D artist will cover that" — in overtime.

Left: what the editor gives you. Right: after the masking pass.

Alpha, with post processing

First version: two recorders, one colour pass on black and one transparent pass without post, composited in Blender. Faster than keying, but a detour.

The fix was one setting. Raising the HDR precision of the render pipeline asset to 64 bit made the compositing step obsolete — transparent output with post processing effects and clean masks, in engine.

“I would say on average I save about 50% of my time. Each asset that needs no paintover saves at least 30 mins, sometimes more.”

— Lead 2D Artist

Next steps

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