Due to issues with inconsistent Compute Shader features/stability, we can not actively support Mac and Linux use. We are happy to try to work out any issues you may find, but we cant guarantee the compatibility of the tool the same way we can for Windows. We apologize for this and hope we can endorse those platforms once Compute Shaders + Unity are more stable on them.
Please let us know what questions you have or if you have support needs.
Be sure to check out our post in the asset store forum section which details out features and has video links to show you what EditorPaint can do.
What is EditorPaint?
EditorPaint is a 2D & 3D Texturing Tool for use inside of the Unity3D editor. EditorPaint allows users to quickly edit textures in 2D, paint in 3D using advanced brush projection tech, bake advanced raytraced simulations like Ambient Occlusion, and much more.
Have feedback?
Weād love to get feedback about features youād like to see, or any other thoughts about the tool. Send them our way at prizedgoat.unity @ outlook.com.
Yes, it fully supports all texture types available in the Standard Shader (custom shaders coming next). You can make layers for each texture type and paint while seeing the shader results; or while only seeing that layers color results (its like an isolated unlit mode). EditorPaint is great for creating new textures or modifying existing ones using features we have all become used to in tools like Photoshop or Substance Painter.
We are currently building support to accept any shader which will also support every texture type found in those shader as a full paintable layer type with as many layers as you want.
There is more information on our other thread which talks about all of the features plus has links to videos.
You might find many of your answers in that.
I will find a way to post and share our documentation, but i donāt currently have it hosted on a site, so let me get back to you on that item. feel free to ask additional questions and we will do our best to answer them quickly.
Thanks for the kind words! Its always great to know when people like the direction of your work.
(shortcuts)
We keep a list of Hotkeys/Shortcuts in the Readme file in the root of the EditorPaint folder. You can also find most hotkeys by looking at the rollover tooltip with your mouse on gui items. Many of the keys use industry expected values, for example, [ and ] are increase and decrease brush size.
(wacom)
We currently support any input that modifies the Mouse position or activates the mouse buttons. Because of this, Wacom can be used to paint but we donāt yet understand Pen pressure during painting. We would like to support pen pressure someday, but its not currently our highest priority and I donāt have an eta for you.
We are currently finishing Custom Shaders integration (I am really excited for that), Multi material support (from a single object), various quality improvements and bug fixs. In addition to those and whenever the mood strikes us, we also add in unexpected features. For example, I recently finished āDistortā as a Action and a new Simulation Layer type that generates Mesh Thickness. (They will show up in our next store update once Custom Shaders is finished.)
As of this moment, here are the hotkeys:
[EditorPaint Hotkeys]
General
Undo : Ctrl + Z
Redo : Ctrl + Y
Paint brush : B
Erase brush : E
Fill brush : G
Color picker : C
Swap colors : X
Decrease brush size : [
Increase brush size : ]
Snap to axis : Hold Shift before starting to paint. This will keep the brush on the X or Y screen space axis while painting
3D window
Rotate Camera : Alt + Left mouse button and drag
Pan Camera : Alt + Middle mouse button and drag
or : Right arrow key, Left arrow key
Dolly/Zoom Camera : Alt + Right mouse button and drag
or : Up arrow key, Down arrow key
or : Mouse Scroll Wheel
Camera look : Right mouse button and drag
2D window
Pan : Alt + Middle mouse button and drag (Can only pan if the image is zoomed in so that its larger than the visible work area)
Zoom : Alt + Right mouse button and drag
or : Mouse Scroll Wheel
Hope that answers your questions, let us know if you have any more. If you feel up to it, we always appreciate a review in the store.
We just released a big update with HUGE new features!
Here is a list of what we just added, let us know what you think and we will integrate your feedback as we keep working.
If you have any support needs, check out the support thread here .
v 0.8
[New Features]
-Custom shader support added! Any *.shader file in Unity that has a 2D texture slot is now supported for painting on.
-Added Flow Brush type for painting Vector type Flow maps/Combed normal maps.
-Added Material Animation button to the 3D window for previewing material values that change over time (Caution, may have performance impact on painting depending on your setup).
-Added support for multiple materials per object.
-Added Material settings interface GUI for Color, Float, and Vector types to all imported objects.
-Added Mesh Thickness simulation layer type.
-Improved Ambient Occlusion simulation logic.
-Added normal map support to the Directional Gradient simulation layer.
-Added Distort texture action to 2D Action menu.
-Added Color Grading texture action to 2D Action menu.
-User settings improvements.
-Added new Project settings values for controlling how project creation is handled.
-Added multiple Brush Texture example files.
-Added Merge Layer Down feature to the New Layer menu.
[Bug fixes]
-Misc bug fixs across the GUI code and architecture code.
-Tiling texture bug fix. (full tiling texture support coming soon)
-Memory allocation cleanup and improvements.
-Performance improvements in various features.
-Improved texture import handling and fail case reporting.
-Fixed project save default location to be relevant to previous save locations and names.
Hi clagaren,
We dont currently have a pdf but we are working on improved documentation. We will post it as soon as its ready.
The most important part of the text file is the list of hotkeys at the top. You can also find hotkeys by hovering over buttons in the gui to see their tooltip.
The rest of the text file is version notes and basic common questions. We will let everyone know as soon as its ready though!
We have added a Documentation page! https://connect.unity.com/p/editorpaint-documentation
Let us know if you see anything missing which you would like to see described out. We will do out best to keep it up to date and to improve upon its layout so its easier to use.
We added Emissive Light Simulation, Voronoi Simulation, Particle System importing, perf improvements to DynamicUV and Simulations, a full Unity 2018 support pass!
Here are the build notes:
v 0.9 [New Features]
-Added support for importing Particle Systems. (Not all particle system features are supported yet. Particles can not be painted on in 3d, but their textures can be painted on in 2d while previewing thier simulation.)
-Added Emissive Light simulation type. This allows users to bake āemissiveā light onto their objects based on a user selectable input layer type.
-Added Voronoi simulation type with multiple output types for both 3D and 2D variants.
-Added circular gradient feature to the gradient texture action.
-Added Preview Original Material to the Objects interface. This is useful when you have imported an object but your Editor Paint Project Shader doesnt match and you want to see the original material for reference. [Improvements]
-Forced alpha compositing to output greyscale instead of color. This correctly reflects what will be saved to disc and helps users have less confusion about what channel type they are painting into.
-Highly improved simulation render times in most cases.
-Simulations are more stable on lower end computers because of a new perf testing system which runs before a simulation is run.
-Improved the Objects gui and Global Layers gui size to better share screen space.
-Simplified the Texture Resolution gui to only show one resolution option instead of the Layer resolution and Composite resolution.
-10x to 20x DynamicUV perf improvement when painting on very heavy meshes.
-Adjusted the Global Layers āNewā button and added the Global Layers āEditā button to help create clarity for users.
-Performance improvements across various features.
-Memory improvements across various features.
-WorldSpaceGrid visual quality improvements. [Bug fixes]
-Fixed _glossmapscale import values bug so we now handle the various forms of texture or no texture values that Unity looks for in the Standard shader.
-Color picker bug fixs.
-Bug fixs to the 2d paint window when removing and adding layers.
-Fixed bug where AO and Thickness simulations would not work on some gpus.
-Unity 2018 related bug fixs.
-Fixed gamma issues for some preview textures while running in linear project mode.
-Various bug fixs across architecture, gui and simulations.
@harishc
Sorry to hear that, some types of gpu dont support compute shaders and Unity (or it might be vulkan) has issues on mac. Or it can happen with specific project settings. Lets rule a few things out first.
-Are you on mac, pc, or linux?
-What is your gpu?
-Is your project setup in any special way? Platform, settings, etc.
-does this happen in a new project (3d) with default settings?
-what version of unity?
Those will help us know how best to start helping you. Thanks
@immergity
Thanks for putting the request out there, its on our list to add. we are currently shipping pen pressure support plus some other new features. we will see about moving that up in the feature list. We didnt make it an initial feature because of how unity likes to use uv set 2 for light maps most of the time. this meant that most users are not effectively using uv2 for texturing. Yes it does appear in the standard shader via a drop down for detail textures, but we found most users dont switch to uv2 since they are normally using that channel for lightmaps (which they often auto generate in unity).
We will add it as soon as we can though since outside of lightmap scenarios, we do understand how useful it can be to have multiple uv sets.