An editor tool to dynamically create textures in edit and runtime modes for cool results - after getting aquainted
Still works with latest Unity3d build as of 09/2019 and build back through 2017.
matGate is fully functioning however additional features and optimizations are on the roadmap.
- Take any source texture or image, and make it a uniqe texture after playing around a bit :)
- Allows for saving textures directly to Asset folder.
- Output texture saved and applied to material
- Add to Shader properties for awesome results
- Pixellation, Large or Small Randomization options
- Create animations with your textures (Thanks to https://github.com/KuboS0S/Mode7Shader)
Backup your scene and project prior to use. Backup your textures or use test textures until you know how it works!!!
If you drag a texure onto the destination texture input on the controller - it will be overridden.
- Backup your textures or use test textures until you know how it works
- Always use duplicates of textures just in case - not originals.
- The source should never be overriden, but until it's clear, use backup textures
-
Place the Editor script in your Editor folder under Assets. Create one if it doens't exist
-
Create a mesh with a renderer, and place the controller script onto it
-
Under the controller script, drage your source texture into the source tex
-
Duplicate your source texture in your assets folder (CTRL+D, or Command+D)
-
Drag the duplicated texture onto the dest tex input on the controller
-
Create a new material, and put it onto the mesh
-
Drag the duplicated texture from your assets folder, onto the mesh in scene view
-
Now you can begin experimenting with the settings:
-
In edit mode, you can change the values and hit 'Update' to see the changes
-
You can also use the Randomization buttons
-
In game mode, it is all updated in realtime - However the randomization buttons will not function
-
Add to the bump map to add an additional UV layer to animate and bump - As well as experiment with adding to the material
- On the textures used, you will need to make it readable.
- Click on the texture within your assets folder, and check 'Read/Write Enabled'
- You may also need to use the Advanced section and override the settings to use RGBA 32 Bit