2 Shaders type included (by texture mask and by vertex color mask)
1 pass for rendering (vertex paint mask works with Unity Batching)
Customizable shader (choose all what you need blending)
Paint with tiled textures (PBR) on the mesh
Works in deferred and forward
Distance based tessellation shaders
Height map interpolation shading
Using texture mask for blending (VERY HIGH blending resolution on low poly models, for example - quad mesh)
Using vertex color for blending (with static batching for different painted objects for HIGH PERFORMANCE)
Combine vertex painted meshes with Simple Mesh Combiner (included) for HIGH PERFORMANCE
Editor perfomance (using compute shader for painting)
Main shader including:
4 albedo maps (with tint for each)
4 normal maps (with normal scale for each)
4 specular maps (with smoothness and tint for each)
4 emission maps (with tint)
4 displacement maps (with displacement scale and tint-offset)
4 UV tiling options (one tiling option for each maps pack) + 1 UV tiling option for mask
So you can use 20 tiled textures (in 4 layers) as maximum for painting your models in splat map or vertex colors.
Mesh Combiner (F7 hotkey), Mesh Saver, some editor utils (sorting in hierarchy by activeself, alphabet, material, MeshRenderer selector)
Requires DX11, SM 5.0.
You can blend separate maps or tints. For example if you need just paint albedo by color, or specular-smoothness (for wetness effect), you can do this by toggle checkboxes.
Right now support only opaque objects.
Import take a some time, because there are too many shader variants and its need to be compiled.
IMPORTANT! Check “Animated Materials” in scene view options.
Readme included.
1 - you need check that you mac support compute shaders - SystemInfo.supportsComputeShaders. It need to splat map painting.
2 - right now there are no support for wacom pressure sensivity
Hey, I use samplers and textures in my shaders separately (for many textures in 1 pass), and I know that this works on dx11, but I don’t know about this feature on mac
The tool looks like something from Unreal, however, I do have some questions regarding the tool.
What is the roadmap for this tool? (What are the features in development regarding it)
Is it tested on a bigger scale, regarding a lot of object in the scene at once?
Can it paint multiple objects, with the same shader?
Can it paint multiple objects at once at all?
Hi! Sorry for late answer. I think, I will add support for HD pipeline in 2018 unity version for layered materials. Refactoring for this (I don’t like current code), and shader independent painting (now support only my shaders). Add some shaders for transparent support (cutout, fade painting for example). Add support for volumetric fog (Adam volumetric) for transparent objects. Also I want add some utils (like mesh combiner in this asset). More and more features.
If you are using vertex painted objects, so you can use one material for a lot of objects, but it can be painted differently and it can be batched with static batching.
Splatmap painting you can use like small terrain (without deformations), or if you need paint some smudges on walls etc.
There no multiple painting, but if you use Splatmap painting, so you can share this material between other objects, but it will be painted similar.
I’m interested in this asset but the latest reviews aren’t very good.
Also, the last update was in October 2018 and it doesn’t seem to be any development or improvement going on.
So, will this be deprecated soon or is it no longer developed?