EditorPaint is now available in the Asset Store! Documentation: https://connect.unity.com/p/editorpaint-documentation Due to issues with inconsistent Compute Shader features/stability, we can not actively support Mac and Linux use. We are happy to try to work out any issues you may find, but we cant guarantee the compatibility of the tool the same way we can for Windows. We apologize for this and hope we can endorse those platforms once Compute Shaders + Unity are more stable on them. What is it? EditorPaint is a 2D & 3D Texturing Tool for use inside of the Unity3D editor. EditorPaint allows users to quickly edit textures in 2D, paint in 3D using advanced brush projection tech, bake advanced raytraced simulations like Ambient Occlusion, and much more. Who did we build it for? Everyone! …Ok, another way to say it is EditorPaint has features which can benefit both novice users and experienced users. * Users who want integrated access to advanced features like AO baking and 3D painting, or want to quickly edit a 2D texture for improved quality and production speed. * Users who may not know how to use the bigger software packages but still need a quick and powerful solution for custom 2D&3D texturing or Baking. * Users who can't afford to pay big software prices but still want big software features. Why'd we make EditorPaint? We found while working in Unity there were many times we wanted to quickly edit a texture, invert an alpha channel, or bake an AO for a mesh from the Asset Store. This almost always requires switching to a separate application which can be cumbersome and often takes longer than necessary. Often the rendering style or lighting wasn’t consistent in other software with our scene, so the textures never looked the same causing us to edit them multiple times. This changes depending on the type of work that needs to be done, but for a lot of edits we wished we could just do them inside of Unity in a powerful and high quality way. We also found multiple other features we wanted to simplify and make easier to use, take Ambient Occlusion for example. Without EditorPaint, to bake an Ambient Occlusion texture you'd have to: 1- use another piece of software, 2- import your object, 3- possibly create a "cage" object, 4- setup the object for baking, 5- bake the object, and then 6- import the texture back into Unity. In reality, this can be much simpler with a quicker turnaround time. So we built what we wanted, a GPU accelerated raytrace Ambient Occlusion texture generator! (simple right ) it also works with multiple objects at one time, so you can setup your scene (for example: a table with a lamp on it, or a mailbox on a sidewalk) and then bake an AO with the objects in context to each other. Gifs! 2D editing https://i.imgur.com/vkZ0HoI.gif 3D painting https://i.imgur.com/NFVPiW5.gif Ambient Occlusion bake https://i.imgur.com/nTAkuzv.gif 3D Mesh Painting: - Easy mesh painting - Paint directly on meshes or prefabs in the EditorPaint window with no special mesh setup. - Uses your Scene lighting - Paint textures while seeing them lit by your Scene lighting and Scene reflections so you know exactly how they will look. - Multiple meshes together - Paint in the context of each object's position in the scene or prefab. - Advanced painting tech - DynamicUV is our custom 3D painting tech that allows consistent world brush size regardless of UV layout, distortion, or scale while painting on a Mesh. - Custom Shader support - Supports using any Shader file in your project that has a 2D texture slot. Preview your work using YOUR shaders, not just the Standard shader! - Animated Materials - See your painting results live while your material updates with every brush stroke you take. See Flow maps animate water and Sci-fi materials glow, all while you paint! - 3D Simulations - Bake without needing external tools. Bake Ambient Occlusion, Mesh Thickness, Emissive Light, Voronoi, 3D noise, Directional gradients, Positional Gradients, 3D grids, and more. 2D Texture Painting: - Uncompressed Imports - EditorPaint loads textures fully uncompressed from disc instead of the Unity compressed runtime data. (no generation loss!) - Large Texture support - Paint in the 2D window on textures as large as 8k x 8k in our highly optimized pipeline. - Create Normal Maps – Generate/Modify normal maps for your objects using the Normal Map Action, or paint your own. - Image Actions - Adjust levels, hue, saturation, invert colors/alpha; apply blur, 2D noise, color gradients, channel effects; and bleed colors outside of UV space, rotate, scale, tile, etc. - Particle System Support – Import your particle systems and paint on their 2d textures while you see them simulate. - Create Custom Actions – Create your own Texture Shader Actions you can use in the EditorPaint window, then share them with your team or the community! Editor Features: - No messy scripts in your scene! - Everything works from within the EditorPaint window. Meshes and textures can simply be dragged in from the Scene or the Project window. - Linear & Gamma - Full support for both Linear and Gamma render pipelines. - Custom Brushes - Paint with your own Brush Textures or use the built in procedural brush settings. - Layers - Use an unlimited number of Layers to organize your work or to create powerful effects. - Multi-material - Support for objects with multiple material slots on a single mesh. - Quick texture actions - Use the Project window right-click menus to invert color, invert alpha, rotate, or flip textures . - Flow map brush - The Flow map brush allows you to paint Vector maps for Flow map and Combed normal map materials. - No Generation loss - We natively access your textures to edit and save preventing generation loss caused by accessing Unity runtime compressed textures. - Resize Textures - Fully customizable Canvas resolution and Layer resolution, per object, per layer type. - Texture Formats - Save textures with or without alpha channels, as png, tga, gif, jpg, bmp, tif, gif. - Blend modes - Brushes and Layers both support multiple blend modes. (normal, additive, multiply, overlay, and screen) - Save your progress - Save/load paint projects with full layer information to continue your work later. - Undo/Redo - Easily fix mistakes or iterate on designs. - View modes - Lit & Unlit shading, 2D UV overlay, 2D grid, and sky dome toggle. - Full channel support - Paint RGB or Alpha channels. - Optimized to work great on both fast and slow computers. What are we planning for the future? We have a list of improvements and features we plan to do next, some of which are: - Address feedback from the community. - UX and UI polish to continue improving the editor and add new features. - Additional Simulation layer types and improvements to existing types. - Additional paintbrush features and improvements. - Add pixel art specific features and improvements. - Custom save dialog to support planned new features. - Add support for HDR colors and additional texture save formats. Have feedback? We'd love to get feedback about features you'd like to see, or any other thoughts about the tool. Send them our way at prizedgoat.unity @ outlook.com. Videos links! EditorPaint for Unity3D - Transparency & Alpha Channels EditorPaint for Unity3D - Ambient Occlusion EditorPaint for Unity3D - Using Photos EditorPaint for Unity3D - 2D Paint Window EditorPaint for Unity3D - Brush Projection Mode EditorPaint for Unity3D - Texture Brushes EditorPaint for Unity3D - Blend Modes EditorPaint for Unity3D - Height Maps Thanks for reading and watching!