[RELEASED] PaintZ - Splatoon like paint system

I’m currenly furloughed for a month due to the current situtation, so I now have the time to devote to research updating to SRP/URP. I can’t promise it will be supported, but I should know either way this month.

I’ll definitely be picking this up if you get URP working

This looks very nice indeed, several applications I can think of, is there a tutorial available, or an option to enable?

Next update I hope to include Obi support, URP, and some bug fixes…lots of things I’ve worked on but haven’t polished enough to include.

That’s great! Thanks for the update. Do you think the update will be available before the end of the month?

I don’t know when, but I’ve had some sucess with making a compatible ShaderGraph shader, still needs some features…

https://www.youtube.com/watch?v=yKfdijudklA

Look great! I don’t mean to rush you. Keep up the great work

I’ve complely converted the shaders to Shader Graph, and Included some variations as examples.
Sending out to some testers now, but I’m happy with the results so far.

Just need to do some clean up, but can finally say URP will be added in the next release. (let’s say 1 week to fix any issues, and then it’s upto the asset store to approve)

Quick video showing all features are working…

Things worked out faster then expected, Next update is finished!
*Submitting to the asset store today

Here are some updated Manuals:

Paintz

Obi Fluid

Universal Render Pipeline

Just saw it went live on the Asset store today and got it implemented and it looks and works fantastic!
Thanks so much!:slight_smile:
5778646--609490--Lobby.gif

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Very pleased to see the URP update, great work!

Anyone using this in XR will need to add the following line to CreateCamera() in PaintTarget.cs

renderCamera.stereoTargetEye = StereoTargetEyeMask.None;

Else the camera being created is stereo and you’ll have Matrix errors with camera.Render() calls.

Thanks, I’ll make sure that is put into the next update.

Hey @bocs
Was wondering if there is any way to alter the alpha of the paint splats? The alpha value on the shader seems to be in respect to the whole object and changing the alpha on splat colors seems to have no effect. I’m using the new URP shaders if that affects anything.
Thanks

Use Shadergraph, and you can make any variation you can think of.

I’m not going to just give the shader, but show you how…like the old saying teach a man to fish.

The idea is very simple, just lerp between painted and not painted.

Step 1 - Create a copy of PaintStandard and rename so we are modifying a copy.
*VERY IMPORTANT - always start the name with “Paint”
Step 2 - Create Material, change to our New Shadergraph
Step 3 - Add new property to our shader, and set default to 1
Step 4 - Add lerp node
Step 5 - Connect Original Texture, Paint, and Alpha to lerp node
Step 6 - Connect Lerp output to Albedo, and save

https://www.youtube.com/watch?v=mRUAlayPDlc

Thanks so much for the quick response!
This is perfect, Thanks!

Hello I just saw your asset and wondered if it can work for mobile, yet when i downloaded it saw that all the materials are created with the standard material from the paint to the custom paint shader. How can I convert it to a mobile version with using standard shaders?

Mobile and URP shaders are included in the paid version.

Hi! I’m very interested in: does it work with statically batched objects? I saw your videos, but it doesn’t work in your demo. Does it work in the paid Paintz???

I’ll have to do some testing, nobody has reported any issues before.

Thank you!
It perfectly works with dynamic objects! ;D