Paint Anywhere, Ship Everywhere
2D/3D Paint combines GPU-accelerated brushes, layer-aware workflows, and broad pipeline support so artists can paint directly during runtime experiences—no bespoke tooling required.
Core Highlights
- Single prefab, infinite canvases: paint MeshRenderer, SkinnedMeshRenderer, SpriteRenderer, and RawImage targets without colliders.
- High-performance GPU pipeline: maintains 60 FPS on desktop and mobile thanks to compute-friendly shaders and zero per-frame allocations.
- Layered painting engine: unlimited layers with blending modes, masks, pattern fills, and full undo/redo support.
- Flexible input: mouse, multi-touch, stylus (Apple Pencil, Surface Pen), gamepads, VR controllers, and collision-based triggers all work out of the box.
- Render pipeline ready: supports Built-in, URP, HDRP, and custom shaders by simply picking the textures you want to paint.
Painting Workflows
Scenario | Why it works |
---|---|
3D assets & characters | GPU raycast system paints animated meshes without colliders; great for runtime customization and live texturing. |
2D UI & games | Native SpriteRenderer and RawImage support makes building mobile paint apps or UI decal tools straightforward. |
VR / XR experiences | Works with any tracked controller; multi-pointer input lets players paint in space or on props. |
Collision-driven effects | Use physics events to trigger brush strokes for interactive gameplay moments. |
Check the WebGL demo to see runtime performance in action.
Toolset & Brushes
- Comprehensive toolkit: Brush, Erase, Bucket, Eyedropper, Brush Sampler, Clone, Blur, Gaussian Blur, Grayscale, with more in development.
- 58 brush presets plus custom textures, pressure response, spacing, hardness, and dynamic color controls.
- Pattern painting: apply tiling textures via brush or bucket with adjustable scale, rotation, and offset.
- Pixel art precision: optional snapping and per-pixel flow keep retro assets crisp.
Layers, Masks, and History
- Unlimited layers with standard blend modes (Normal, Multiply, Additive, etc.).
- Layer masks for non-destructive reveals/conceals.
- Real-time layer merging, reordering, and visibility toggles.
- Full undo/redo stack covering strokes and layer parameter edits.
- Save/load individual layers or flattened textures for version control or user presets.
Color System
- Built-in Chroma Palette integration provides rectangle and circular pickers, texture sampling, and generated color harmonies.
- Supports HSV, RGB, CMYK, Hex input fields, alpha slider, live preview swatches, and cursor contrast modes.
- Average color detection powered by GPU for quick analysis.
Input & Integration
- Works with both Input Manager and Input System; swap without code changes.
- Multi-finger painting with conflict-free cursor handling.
- Programmatic API lets you draw procedural strokes or feed custom data to the painting pipeline.
- Full C# source code, sample scenes, and extensive documentation provided.
Supported Pipelines & Platforms
Pipeline | Status |
---|---|
Built-in (Standard) | ✅ Ready |
Universal Render Pipeline (URP) | ✅ Ready |
High Definition Render Pipeline (HDRP) | ✅ Ready |
Custom shaders/materials | ✅ Select target textures |
Roadmap & Support
- Active development with long-term Unity version support.
- Frequent updates adding tools, optimizations, and integration samples.
- Dedicated support channels plus a comprehensive example scene to jump-start your project.