A real-time vector graphics library focusing on customizability and performanceMold is a real-time vector graphics library focusing on customizability and performance.Discord | Twitter | Bluesky | Email | Official ThreadWhen I started making games years ago I really just wanted to make games with simple 2D/3D geometry without opening image editing or modeling software. Mold is the solution I've made to make my game, and maybe you'd like it as well :)Note that Mold has native uGUI support with dedicated components. Check the UI showcase sample scene in package for example.FeaturesAbundance of 2D/3D geometry primitives. If it's not in here, just tell me the name I'll add it in!Capable of creating rounded 3D geometry, and can cheaply create different dimensions of primitives by vertex shader deformation.A monolithic MoldPrimitive that can draw any shape you wanted, and will be batched into the efficient renderer in runtime.Polygon with arbitrary vertices color interpolation, using MoldPolygon, with GPU backend available for cheap animating.MoldPolyline and MoldCurve, with GPU backend available for cheap animating and dashed visual support.A nice code centric API to create geometry so you don't need to leave your IDE to make asset, and no GameObject overhead is needed so it can run blazingly fast.Utilizes low level RenderMeshPrimitives for efficient rendering.Abundance of color blending mode for all 2D/3D geometry primitives, and supports Oklab colorspace blending.Optional order-independent transparency for overlapping transparent shapes, with multiple backends available.Automatic LOD dithering cross fade available for 3D primitives, also with CPU/GPU backend to choose from.Designed around retained mode, but immediate mode API is also available with editor preview support.Performant by default with Burst, optional Job support, GPU culling, and a lot of knobs to twist to suit your need.Custom shaders (with example shader), depth and stencil controls, and plenty of performance settings to suit your project.Built-in procedural paint/pencil stroke visuals.Dedicated uGUI implementation for 2D primitives.Full C# source available.Built-in shader stripping helper if you need to strip out unused shaders.LimitationsDue to complications in UI Toolkit, there's currently no plan to support UI Toolkit.Oklab colorspace blending looks beautiful, but it inherently has performance costs and will add up. Best use the linear RGB blending if you can get way with it.2D primitives have vector like quality: using shader to draw locally anti-aliased that looks crisp and clean under any resolution, while 3D primitives can stay sharp enough with the automatic lod. But this is not a SVG rendering tool.




