Add a drop shadow to a sprite, a ground shadow under its feet, or both. Crisp whole pixels, no blur, colour and opacity of your choosing. Drop a transparent PNG and tweak it live.
Any PNG with a transparent background: something you drew, an asset-pack sprite, or a SpriteLab generation. The silhouette is what the shadow is built from.
Drop shadow offsets a copy of the silhouette. Ground shadow draws a flat ellipse under the feet. Both stacks them. Every slider re-draws the result as you move it.
Save the PNG. The canvas grows only if the shadow needs the space. Or hand the sprite to the app to animate it or reskin it, shadow included.
A blurred shadow under a pixel sprite is the fastest way to make it look pasted on. Every shadow this tool draws is made of whole pixels at a flat opacity, so it sits in the same world as the sprite. The drop shadow is the exact silhouette moved by a few pixels; the ground shadow is a pixel ellipse, the kind you would draw by hand.
Two things to watch. Keep the offset small, 1 to 3 pixels for a 32 px sprite, or the shadow reads as a second character. And in a game, a baked-in ground shadow moves with the sprite, which is right for a standing pose and wrong for a jump; for animations, bake the ground shadow into a separate sprite you can leave on the floor. The controls in short: mode picks the shadow type, offsets move it, colour and opacity tint it, hard pixels keeps the edge clean.
Yes. It runs in your browser, nothing is uploaded and there is no account. Use it on as many sprites as you like.
The shadow is a copy of the sprite's silhouette, and the silhouette is the edge between opaque and transparent pixels. On a flat image the whole rectangle is the silhouette, so you would get a shadow of the canvas. Run it through the free background remover first.
A drop shadow copies the whole silhouette offset by a few pixels, which reads as the sprite lifted off a flat surface. It suits icons, UI and items. A ground shadow is a flat ellipse under the feet, the standard way to anchor a character or an object to the floor in a top-down or side-on game. Both at once works for something hovering just above the ground.
On, every shadow pixel has the same colour and the same opacity, so the shadow is a clean shape with no gradient. Off, the silhouette grows by one pixel at half opacity, still stepped in whole pixels, which gives a softer edge without blur. Blurred shadows do not belong on pixel art, so there is no blur option.
Only if the shadow needs the room. The canvas grows just enough to fit it, and the sprite stays where it was relative to the top-left corner whenever the shadow extends right or down. A shadow that pushes left or up has to add pixels on that side, which shifts the sprite by the same amount.
Add a 1 to 4 px outline in any colour, outside or inside the silhouette.
Key out a solid background so the sprite has a silhouette to shadow.
Scale the finished sprite ×2 to ×8 with every pixel kept square.
Open SpriteLab to keep building with your sprites.