EQ VAT Lab — Vertex Animation Texture Baker & Player (URP)
EQLabs
$34.99
$49.99
30%OFF
(no ratings)
Jump AssetStore
Bake skeletal, blendshape, Alembic and particle animation into GPU textures,
and play thousands of animated meshes with no Animators, no skinning cost,Includes Houdini VAT 3.0 import.Documentation page Turn animation into textures. Turn textures into crowds.EQ VAT Lab bakes per-vertex animation data (positions, rotations, normals)into floating-point textures that a vertex shader samples at runtime. CPUskinning and Animator evaluation disappear; what remains is a static mesh, acouple of textures, and GPU-speed playback — the technique behind massivecrowds, large-scale destruction, and replayable VFX.Five bakers, one wizard, one click.textures; linear blend skinning runs entirely on the GPU.Bone VAT — SkinnedMeshRenderer + AnimationClip → compact per-bonemuscle, any deformation.Vertex VAT — the same inputs, captured as per-vertex offsets: cloth,stability.Alembic VAT — bake AlembicStreamPlayer caches (Houdini, MarvelousDesigner); delta or absolute encoding chosen automatically from topologygrids with stable per-particle identity.Sprite VAT — bake Shuriken particle systems to camera-facing billboardoutput-event bridge.VFX Graph Sprite VAT — capture VFX Graph particles through an explicitHoudini VAT 3.0 import. Point the Import Wizard at a SideFX VAT 3.0 exportfolder: it reads the .mat companion metadata (bounds, FPS, frame count),wires the right EQVAT URP shader — SoftBody, RigidBody, Fluid, or ParticleSprite — and plays it back with no SideFX shadergraphs required.Built for temporal anti-aliasing. Every master shader ships a hand-authoredMotionVectors pass that reconstructs deformation motion, so VAT meshes do notghost or smear under TAA / DLSS / TSR. (One documented exception: fluid cacheswith changing topology write zero deformation motion by design — the manualexplains why.)Runtime control without material clones. Per-instance playback controllersdrive frame, speed, loop, one-shot, clip ranges, random start frames andcompletion events through MaterialPropertyBlocks — a whole crowd de-syncs onone shared material. A socket tracker keeps a weapon in a baked character'shand, GPU skinning and all.A demo that builds itself. The included scene ships empty and tiny: pressBuild Demo and it constructs procedural sources, bakes them with the realbakers on your machine, and places a de-synced Bone VAT crowd, a Vertex VATbanner, and a Sprite VAT fountain. No third-party art, no license baggage —you watch the tool do its actual job in your own project within a minute ofimport.Honest engineering throughout. Texture validation with auto-fix (Pointfilter / linear / no mips / clamp), bake quality profiles with texture-memorybudgets, per-bake reports, deterministic outputs to a folder outside thepackage so reinstalls never eat your bakes.Feature bulletsBone, Vertex, Alembic, Sprite (Shuriken) and VFX Graph Sprite bakersHoudini VAT 3.0 import (SoftBody / RigidBody / Fluid / Particle Sprite) with.mat companion auto-detect — no SideFX shadergraphs neededURP master shaders with hand-authored MotionVectors passes (TAA/DLSS/TSR-correct)Per-instance runtime playback controllers via MaterialPropertyBlockRuntime socket tracker for attachments on GPU-skinned charactersImport Wizard with texture validation + one-click auto-fixBake quality profiles (Preview / Production / Cinematic / Mobile) withtexture-memory budgeting and per-bake reportsSelf-building demo scene — zero bundled art, zero import bloat (~160 KB package)Full C# + shader source includedCompatibility2022.3 LTS (2022.3.62)✅Unity 6.0 (6000.0.73 )✅ Unity 6.3 LTS (6000.3.14) ✅Unity 6.4 (6000.4.8 )✅ Unity 6.5 (6000.5.9) ✅ Render pipeline: URP only (URP 14 on 2022.3, URP 17 on Unity 6). HDRP andBuilt-In are on the roadmap.




