With the rendering pipelines, tools like PolyBrush are now depreciated. How can I do this?

I will create one just for this experiment, based upon the one I tested it on. My test one is part of a pack that I sell.

I am curious, whilst painting the vertex on a specific paint channel, how will this then apply the additional material to achieve this effect?


Where I can progressively add/take away, an additional texture to an existing one, in the same way that Polybrush used to work, before the new Pipelines, that have no suitable material.

I also note, your vertex painter system, uses the system colour wheel, and not the specific Red, Green or Blue chanel colours.

I am not decrying what you are doing/done, but I cannot help but feel, this is only half the task in achieving the process of replacing Polybrush functionality, but using the URP/HDRP pipeline materials.
The problem I face, is that the URP/HDRP pipeline materials do not accommodate multiple layering of textures, except in a Landscape format, which cannot be painted onto any Mesh Model, as it used to using PolyBrush. As well as Polybrush no longer being supported by the new pipelines.

I was creating the goals of Mesh painting that achieved the application of Moss, Snow etc etc to meshes, using Standard Mesh Painting and Materials, in Unity… the issue only arose, if I try and support the new Pipelines. That broke the whole process. Now with Unity 6. Not using the Pipelines is mandatory. Unity seems to have leap out of the plane, without its parachute. Leaving behind a whole generation of tools.

From the various tutorials and videos I have watched regarding Vertex Painting on Meshes to overlay controlled textures, this process is very popular with Game Creators as well as Asset Creators. In all cases, Polybrush was used, along with multilayered materials.

Hedenrag,

I did send you a PM (Private Message) regarding this project.

If you send me a email link, I will send you this model to work on, along with the textures used.

Probably best to focus on getting the Vertex Painter to apply/swap a secondary texture to the model, using the standard Red Channel, a Universal Pipeline (Unity 6.0) Material. Once achieved, then it can be fleshed out. The goal would be to apply these textures in a controlled manner, and save the outcome as a Standalone mesh model (An instance).

Best to message me with your email details. Click my Profile name, on the page that opens, top right, there is a blue Message button.