VectorMark - 2D/3D SDF Vector Graphics
TechFusion Game
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A lightweight SDF vector system for URP. It creates sharp, scalable 2D shapes for UI, world space, and screen space.VectorMark is a lightweight, high-performance SDF (Signed Distance Field) vector rendering system built exclusively for Unity URP. It lets you create crisp, infinitely scalable 2D vector shapes that work seamlessly in world space, screen space, and UGUI — with zero pixelation, no texture artifacts, and consistent styling across your entire project.Key FeaturesSharp, smooth, resolution-independent vector shapes at any scale or distance.SDF Vector RenderingUse Style Profiles and a shared Style Library to maintain consistent visuals for all shapes.Unified Style SystemCreate 2D vector graphics in 3D worlds with pixel-perfect layout and automatic resolution scaling.World Space & Screen SpaceDrop-in replacement for Unity Image: VMShapeImage supports RectTransform, masking, and layout groups.UGUI IntegrationRectangles, rounded rects, discs, rings, pies, arcs, polygons, paths, areas, and more.Rich Shape LibrarySimple VM2D API to spawn rectangles, discs, rings, polygons, and screen-space shapes at runtime.Easy Runtime API3D indicators and telegraph systems for gameplay feedback, skill ranges, and world-space markers.Experimental 3D SupportMinimal overhead, instanced rendering support, and low draw calls.Performance OptimizedWhat's IncludedCore SDF vector rendering systemStyle Library & Style Profile editor2D world-space & screen-space componentsUGUI integration (VMShapeImage)VM2D runtime spawning APIDemo scenes & example codeFull written documentationSupported WorkflowsUI & menu designWorld-space HUDsSkill indicators & range markersVector-based VFXMinimaps & world-space iconsGame feedback & telegraph systemsRequirementsUnity 2022.3 LTS or newerUniversal Render Pipeline (URP)Why VectorMark?VectorMark eliminates blurry textures and inconsistent vector UI by using modern SDF rendering. It’s designed for fast iteration, clean art direction, and effortless scaling — so you can focus on building your game, not complex shaders or texture work.Signed Distance Field (SDF) shader rendering for crisp, scalable 2D shapesUnified style system (Style Library + Style Profile) for consistent art directionShape2D Indicator component for world‑space and screen‑space renderingScreen‑space system with pixel‑based layout and resolution adaptationVM2D API for runtime creation (world‑space + screen‑space helpers)UGUI integration via VMShapeImage (MaskableGraphic, stencil/mask compatible)Supports gradients, dashes, rounded corners, borders, and soft edgesPoint‑source Path/Area support (transforms, children, local points, point set assets)Efficient rendering using MaterialPropertyBlock and shared shader paramsRuntime settings asset for default render state, style library, and instancingURP‑ready shader pipelineExperimental 3D indicators + telegraph system (optional module)



