Prefab Painter: Placement & Variation Tool
DPTGames
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Paint prefabs directly in the scene view on any mesh with a collider, full brush controls, randomisation, per-instance colour variation, and zero extra draw calls via Unity 6's GPU Resident Drawer.Pipelines: URP & Shader Graph ready.Performance: SRP Batcher Compatible and fully supports the Unity 6 GPU Resident Drawer.Minimum Version: Requires Unity 6000.3.8f1 or newer. (Note: This specific version is required because the architecture utilizes the new Renderer Shader User Value).Architecture: Textureless workflow. Reads Base Color from Vertices & PBR from packed UV channels.The DPT Prefab Painter is a powerful Unity 6 editor tool designed for dressing scenes quickly and efficiently. Paint prefabs directly onto any surface with a collider in the Scene View with absolute control over brush dynamics, randomized transforms, and advanced instance placement. Simply drag in individual assets or entire folders to start building immersive environments instantly.Advanced Workspace & Stroke ToolsIntuitive Line Painting: Hold Ctrl + Alt + Click + Drag to interactively preview and drop perfectly spaced sequences of assets along a straight guide vector.Dynamic Layout Controls: Rapidly switch between Paint, Erase, and Recolor modes using a centralized toolbar layout.Contextual Hotkeys: Keep your focus entirely in the Scene View with instant hotkeys to toggle scatter (U), rotate (Y), stack (K), snap by collider bottom (P), and cycle spacing thresholds (M).Smart Prefab Groups: Organize your asset palette into up to 10 distinct hotkeyed categories (1-9, 0). Toggle specific asset groups on the fly to swap variants without breaking your creative momentum.Intelligent Physics & SnappingReal-Time Physics Fall Simulation: Let assets settle naturally into scenes using gravity at paint time. The tool isolates and runs a scoped editor physics cycle, pausing other active scene rigidbodies to ensure clean, performance-safe collisions.Precision Pivot Correction: Toggle collider-bottom calculation to align the lowermost edge of an asset's combined bounds seamlessly with a surface, eliminating floating objects or manual pivot offsetting.Optimized PerformanceFlexible Material Architecture: Choose the workflow that fits your project. Ship your custom assets with the included VCCore material for maximum efficiency, or use standard out-of-the-box Unity shaders like the default URP Lit shader. The painter handles both transparently.Pure GPU-Driven Variation (VCCore): When using VCCore, per-instance brightness and HSV tint modulation are pushed entirely via native Renderer Shader User Value (RSUV) buffers directly to Unity 6's GPU Resident Drawer. Paint thousands of unique asset variations while keeping the entire environment drawn in a single, uncompromised render batch without material clones or extra draw calls.Automatic MPB Fallback (Standard Shaders): If your prefabs use standard URP Lit materials or custom third-party shaders, the system automatically falls back to Material Property Blocks (MPB). This applies the identical randomized tint, hue, saturation, and brightness adjustments instantly at paint time without creating hard material duplicates in your project folders.Complete Toolset FeaturesColor & Brightness Shift: Fine-tune scene aesthetics using per-instance brightness randomization and comprehensive HSV tint variation (hue and saturation variance) applied at point-of-impact.Texture Channel Packer: Combine metallic, AO, and smoothness maps into packed textures in under 15 seconds, featuring automatic roughness-to-smoothness inversion.Robust Scene Management: Complete support for clean undo/redo stacks, custom parent hierarchy sorting, and optional recursive layer/tag overrides.Technical DetailsRequirements: Unity 6 LTS and the Universal Render Pipeline (URP).Demo Scene Included: Contains a step-by-step walkthrough covering the entire creation pipeline from packed textures to a fully painted landscape layout.Marketing material features assets from Stylized Harvestable Nature: Forest Assets & Prefab Painter and Stylized Interactive Prop System: Break, Open & Loot, sold separately.Technical Specifications & DetailsCore Stroke Mechanics & Brush EngineTri-Mode Contextual Tooling: Features Paint, Erase, and Recolor stroke operations computed via real-time scene-view viewport raycasting. Continuous painting patterns are throttled by an internal millisecond counter mapped to an editor-side spawn rate configuration (0.01s to 1.0s intervals) to optimize processing overhead.Single-Gesture Linear Painting: Integrates an interactive guide vector routine mapped to Ctrl + Alt + Click + Drag. The engine records a linear path from the mouse-down hit origin to the current mouse position, calculating precise interpolation points based on your minimum spacing value via Vector3.Lerp to drop aligned prefab sequences instantly.Scene View Hotkey Matrix: Allows full workspace manipulation without moving focus away from the viewport to the inspector window. Scene-view keyboard inputs bind directly to underlying properties, enabling instant switching for scatter toggles (U), normal alignment (N), Y-axis randomization (Y), bounds snapping (P), and stacking allowance (K), alongside an interactive spacing step-cycler (M) that increments through 0.5, 1.0, 2.0, 4.0, and 8.0 unit thresholds.Placement Architecture & PhysicsIsolated Editor Physics Simulation: Embeds a granular simulation engine operating outside of Unity's runtime environment. When enabled, it provisions temporary rigidbodies and convex mesh colliders onto spawned objects, advancing the physics clock manually via Physics.Simulate. To preserve scene state integrity, the system interrogates the active scene hierarchy, caches all native rigidbodies, and marks them kinematic during the evaluation window, seamlessly restoring their exact initial physical constraints upon simulation cleanup.Precision Pivot & Bounds Alignment: Includes a placeByCollider calculation framework designed to remedy offset or poorly centered pivot points. The routine samples every collider component across the entire instantiated object hierarchy, constructs a unified bounding volume using Bounds.Encapsulate, isolates the absolute bottom edge, and applies a corrective offset vector to position the object flush with the target surface geometry.Automated Script Attachment Pipeline: Contains a decoupled component provisioning engine allowing any number of MonoScript assets to be attached to objects upon impact. Includes targeting rules for RootObject allocation, full hierarchical replication via AllChildren, or specific string-matched NamedChild routing, combined with duplicate detection filters to prevent redundant component instances.Optimization & Rendering PipelineDual-Method Instance Variation Engine: Designed to provide extreme rendering performance without restricting asset setup or material choice. The tool dynamically interrogates the material configuration of a prefab upon instantiation to route color data through the most efficient hardware pipeline available.Native Unity 6 RSUV Pipeline: When painting prefabs utilizing the included VCCore material architecture, the tool bypasses material clones entirely. It writes per-instance color, saturation, and brightness variance parameters straight into native Renderer Shader User Value (RSUV) arrays, preserving single-batch rendering compatibility within Unity 6’s GPU Resident Drawer.Intelligent Material Property Block (MPB) Fallback: For assets configured with standard out-of-the-box Unity materials (such as the default URP Lit shader) or legacy custom shader graphs, the tool handles compatibility automatically. It instantiates a localized MaterialPropertyBlock routine, mapping the randomized HSV shift and brightness scalar properties straight to the object's Renderer component. This guarantees full aesthetic variation support across standard workflows without requiring manual shader modification or project asset migrations.Dual-Axis Color Optimization: Computes procedural variation data using a specialized HSV shift process. The calculation maps random variances across hue boundaries using a wrapping cycle (Mathf.Repeat) and clamps saturation values cleanly (Mathf.Clamp01), outputting smoothly into either the native RSUV tracking components (DPT_ShaderVariation) or the local MPB cache based on target material capabilities.component (DPT_ShaderVariation).Asset Ingestion & Data ManagementHierarchical Palette Allocation: Features a robust asset management system supporting up to 10 active Prefab Groups assigned directly to alpha keyboard hotkeys 1-9 and 0. Toggling a hotkey isolates that group palette instantly for rapid multi-biome object painting.Recursive Folder Parsing: Drag-and-drop mechanics accept individual GameObject assets or parent Unity folders (DefaultAsset). Folder paths are read via AssetDatabase database routines, executing precise filtering queries (t:Prefab) to automatically unpack and populate the library with valid assets instantly.PBR Texture Channel Packer: An integrated high-speed asset utility built to optimize runtime VRAM footprints. It maps independent grayscale texture sources (Metallic, Ambient Occlusion, and Smoothness) into a single, tightly packed RGBA output layout in under 15 seconds. Includes an internal bit-inversion toggle to process traditional legacy inverted roughness textures seamlessly.Enterprise Serialization & Undo Architecture: Every mouse gesture, variable change, transform manipulation, component injection, and object deletion interfaces cleanly with Unity's native SerializedObject and Undo recording API. This guarantees completely flawless ctrl+z history stacks, preventing window serialization data loss or accidental editor state corruption.System SpecificationsMinimum Unity Version: Unity 6.3.8 LTSSupported Render Pipeline: Universal Render Pipeline (URP)Namespace Hierarchy: DPTGames.ToolsEditor Integration: Extends EditorWindow utilizing scene viewport interactions (SceneView.duringSceneGui)Operating Systems: Windows, macOS




