Twelve parallax background sets at 1920 x 1080, five depth layers each: sky, far, mid, near and foreground.
EVERY LAYER TILES HORIZONTALLY
That is the part that decides whether a parallax pack is usable. A layer that almost tiles gives you a seam that slides past the camera once per screen width, and there is no way to fix it in engine. All 60 layers here are built to repeat exactly, so a side-scroller can run for as long as it likes.
WHAT YOU GET
- 12 sets: Forest Dawn, Forest Dusk, Mountain Day, City Night, Desert Dunes, Snow Ridge, Swamp Mist, Autumn Hills, Alien Dusk, Night Stars, Underwater Deep, Volcanic Ash
- 60 layers, 1920 x 1080 PNG, five depths per set
- ParallaxLayer.cs - one component per layer, set a speed factor, done
- A demo scene that scrolls a full set on Play
- Documentation with the recommended speed factors per depth
THE SCRIPT IS FOUR LINES OF SETUP
Put ParallaxLayer on each layer, give the far ones a small factor and the near ones a large one, and move the camera. There is no manager object to configure, no singleton, and no dependency on a render pipeline or a package - it is plain UnityEngine, so it compiles in a fresh empty project.
IMPORT SETTINGS ALREADY APPLIED
Sprite, Bilinear filter, Compression None, mip maps off, Wrap Repeat on the layers that scroll. Wrap Repeat is what lets a single layer cover an endless run without duplicating the object.
DRAWN WITH CODE, NOT PAINTED
Every layer is generated: horizon curves, tree and building silhouettes, cloud fields and light gradients, written for this pack. That is how the sets stay consistent with each other and how the tiling comes out exact rather than close.
LICENCE
Royalty-free, unlimited commercial and personal projects, no attribution required. You may not resell or redistribute the layer files themselves as an asset pack.