► Vertex Color Adjustments ◄

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Editor tool and Run-time API for adjusting mesh vertex colors.
Plugins is already included in the Mesh Materializer and now releasing as an independent tool.

Plugin works only with Unity mesh .asset files with vertex colors inside.
Included adjustments:

  • Hue / Saturation / Lightness

  • Brightness / Contrast

  • Levels

  • Color Overlay (19 blend modes)

  • Color Space

  • Invert

  • Alpha Channel

Update history

v2019.1
• Updated for Unity 2017.4 and 2018.2
• Fixed preset creation menu
• Plugin can be placed anywhere inside project and now has no more restriction to be inside specific installation location

v2018.1
• Updated for Unity 2018.1

v2017.2
• Added Color Replace tool

v2017.1
• Unity 5.6 compatible
• Added Retina display support

v1.1
• Unity 5.4 compatible

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Released: Vertex Color Adjustments | Level Design | Unity Asset Store

2574944--179741--Store.png

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In this video you can see how plugin works (part of Mesh Materializer)

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Would this work with a standard (new) Unity shader with vertex coloring, or does it require a shader from the pack? I ask as I am working on a game where I also need my code to be able to modify vertex colors in-game (so triangle could be wildly different colors to the original base color).

All this tool does - modifies mesh vertex colors. It is not connected or use any shaders.
So if you have shader with vertex color support you can freely use it.

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I’ve run into the issue where I have a .fbx file that I’ve vertex painted and inserted into the tool, adjusted the Hue/Saturation/Lightness, then applied changes. When I close and reopen Unity the object reverts back to the original vertex colors before the hue change.

Would it be possible to use this tool to affect the vertex color of game objects that are not a .asset? Or, would I need to convert the object into one to properly affect the vertex colors?

Thank you!

Unity can import many types of mesh files like fbx, obj, etc. But it can not export any of them, excepts its asset format file.
So, in run-time current tool works with all meshes, but in editor only with Unity mesh .asset files.

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how is it on mobile?
i didn’t find any description about mobile performance.

Tool calculates color adjustments using script per-vertex.
It has no difference whether it is used on mobile or any other platform.
Performance depends on device CPU speed and mesh vertex count.

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How do I apply a change at runtime - with c#?

Package includes example scene and the simple Runtime_Adjustments.cs script, check it.

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You should have used Mesh Materializer forum then. Seems color adjustments example scene has been lost during some of the update, just submitted new version for it (v1.67). Will be available in several hours.

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…just submitted new version for it (v1.67). Will be available in several hours.

Great! Have tried the update and it was indeed very easy to adjust the colors. Thanks!

Hey

Hey, does the shader support all types of lightmaps out of the box? (if not, will the source code be available?)

Package includes Unlit, Unity Legacy and Physically Based shaders.
Shaders are not compiled and can be modified for your needs.

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Does this package provide individual vertex color manipulation (as opposed to the entire mesh)?

Editor tool modifies all mesh vertex colors.
Run-time API works with color array, and it can be used to modify just one individual vertex color.

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Hello,

At the start of this thread you mention that Unity can not export models except in .asset format and while that’s true there are some plugins that allow to export models in obj and other formats. My question is if I used this tool to change colours and then later use one of the other plugins to export the MM model as obj, or other format. Would the color values be stored in that model at that point?

Does a model have to be imported as part of an asset pack for the color adjustment information to remain? If I just import an FBX model then adjust the colors and save my scene, if I reopen unity will those colors still be applied or will the model look like it was before adjustment?

Thank You,
Regards.

First of all, there is no any MM mesh or model file types.

Package includes Editor tool and Run-time API.

Editor tool works only with Unity standard mesh file (it has .asset extension). Why?

  1. Unity mesh supports vertex color and it is part of the Unity engine.
  2. OBJ file does not support vertex color. In this case it is useless.
  3. FBX file is very closed system and expensive to implement. If this tool had included FBX file exporter then it’s price would not be 10$.

Run-time API works with any vertex color data.
You can read vertex color from any mesh, adjust it (with included API) and save in any format you want (it’s up to you).

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