ZzZzZ UVPaint ( skinned mesh Decal+Texturing System) ZzZz

Does this requiere a special Shader? or can it work with any Shader I’m using?

Now UVPaint works only with “_MainTexture” shader property, if your shaders uses this property, all must be ok. But in next update i will add customized Property name, which able to flexible configurate your decal work with any shader.

1 Like

Can this paint only diffuse maps?
What about normal maps or both at same time?

Yes!

You are talking about Decals on normal maps?

Supposing my character has a material (Standard shader) with a diffuse texture and a normal map texture, could UVPaint apply a decal material that also has diffuse and a normal map?

Yes of course! UVPaint are access to texture by Shader property name (“_MainTexture”)

Looks like a great asset! How would this work for melee based weapons or fists?

Thanx! If your models have Unwraped UV, UVPaint must work fine!

1 Like

So no _BumpMap support then? Only _MainTex?

In this version no. But next in update i will add flexibility shaders property. (All shaders property name will be support)

Does UVPaint recompress the character’s textures to ETC2 after it adds the decal?

(I am deploying to mobile)

Hey. Congrats on the daily deal. We have been looking forward to getting this asset.

Is it possible to get some PlayMaker actions to use with UVPaint?

Thanks!

Hi! Yes! Fully compatible with mobile platforms.

No, but UVPaint is very easy to use. Just one call Function to make decal!

Ok I just bought it, imported into my Android project, using Unity 5.4.0p3, I get this shader error (character in Brush Paint demo is pink):

Shader error in ‘Hidden/iRobi/Projector’: variable ‘o’ used without having been completely initialized at line 110 (on d3d9)

Compiling Vertex program
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING

So bad, UVPaint is work? Decals is applied? Color Play demo scene is work?

I just tried on Windows platform and it works, must be something to do with my Android project, will keep investigating.

Edit: Created a new Android project with UVPaint and it works, at top though it says DX11 instead of DX9, so it could be that my other project is stuck in DX9 for some reason and UVPaint doesn’t like it.

I wrote the Fix. where can I send it?

We brought the plugin today too for our mobile game, which player can brush paint their characters.

May be a good idea to provide/fix a demo in Android too. I built a demo apk, the camera rotate drag is not working and the one touch paint not working well as touch (although it’s not the plugin for)

Also a minor con is that the script style is a bit messy (variables use both PascalCase and camelCase, sorry I may be a bit strict programmer in styling), I need spend some time to understand the demo script.

And I also have problem on “Saving”, I assume it’s the “ExportToPNG” right?

Every time I press it, part of the model became white, and nothing is saved. I stop the game and start again, the model back to original.

Unity 5.4.0p3, Mac OS X

Textures are saved at Assets folder. Demo code was written superficially. The main principle is to call just one function UVPaint.Create();