


Jan 1, 2026
ScreenshotKit
ScreenshotKit is a Unity Editor capture tool for turning in-engine scenes into polished marketing, documentation, and production-ready output. It handles high-resolution stills, transparent PNGs, GIF recordings, image sequences, EXR exports, and Cryptomatte-style passes from one dockable window, so you can capture professional visuals without leaving Unity.
What it does
ScreenshotKit gives Unity teams a dedicated capture workspace inside the Editor. Use it to create supersampled screenshots, transparent product shots, animated GIFs, frame sequences, EXR output, and compositing passes without switching tools or relying on your monitor resolution.
The workflow is built around fast capture and clean output. Choose a camera, set the resolution or multiplier, capture from the Game View or Scene View overlay, and save the result in the format your next step needs, from a quick store-page PNG to layered matte passes for post-production.
Who it’s for
Indie developers and small studios who need crisp Steam, press kit, social, and documentation visuals without stopping production to set up external capture tools.
Technical artists, VFX teams, and content creators who want repeatable Unity captures, alpha-friendly renders, image sequences, and matte passes that can move into editing, compositing, or marketing workflows.
How it works
Install ScreenshotKit, open the Settings Window from Unity’s Tools menu, and pick your capture mode. The Capture tab handles stills, the GIF and sequence tools record motion, the Mattes tab renders passes, and Settings centralises output paths, shortcuts, and format choices.
From there, ScreenshotKit does the capture work for you. It renders from the selected camera or Scene View, applies the requested resolution and pipeline-aware settings, writes the files to disk, and restores the scene state so you can keep iterating.
Feature list
High-resolution screenshot capture — Capture still images from any Unity camera at preset or custom resolutions, including supersampled output beyond the Game View size.
Scene View overlay controls - Trigger quick captures, Scene View captures, and camera-focused shots directly where you frame the scene.
Transparent PNG output - Render clean alpha-channel images for key art, product shots, storefront assets, UI mockups, and compositing.
Animated GIF recording - Record short, shareable gameplay or editor clips with configurable frame rate, quality, palette, looping, and compression.
Image sequence export - Save numbered frame sequences for editing, frame-perfect review, motion graphics, or downstream compositing work.
Multiple export formats - Output PNG, JPEG, TGA, or EXR depending on whether you need transparency, smaller files, quick previews, HDR, or compositing data.
Cryptomatte and AOV passes - Generate beauty renders alongside object IDs, depth, normals, motion vectors, lighting passes, and other matte outputs for post-production.
Batch multi-camera capture - Capture every assigned camera in one run with consistent naming, output settings, and optional pass generation.
Custom filenames and presets - Build filename templates with prefixes, suffixes, camera names, timestamps, and resolution tokens, then reuse resolution presets across captures.
Runtime API access - Drive still captures, GIF recording, sequences, transparent renders, and matte capture from your own scripts when you need automation.

Why This Tool Exists
I'm a Technical Artist. I've worked on shipped titles and I build indie games on the side. Every project I've been on has needed some version of "take a good screenshot from the editor," and every project has either used a janky custom script that breaks between Unity versions or a tool that does screenshots fine but nothing else.
ScreenshotKit started as that custom script. Then it grew GIF recording because I needed devlog clips. Then matte passes because I was tired of writing one-off replacement shader scripts for compositing. Then EXR because PNG is not good enough for professional colour work. Then the post-process transparent composite because URP's alpha handling is genuinely frustrating and I wanted a clean workaround.
It is built by someone who actually uses it in production, and it is updated regularly because I keep finding things I need it to do.