Developer tools built on Unity 6's native RenderGraph API — no legacy render passes, no compatibility shims. Made for people who ship.
Frosted glass and blur for UI and 3D, native to Unity 6's RenderGraph. Six algorithms, one shared profile system.
Zero-cost-when-idle selection outlines for Unity 6 — soft glow or hard edge, up to four independent channels at once.
A single-algorithm, single-component version for smaller projects. Planned as a follow-up release.