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PaintMode - Tools

ShowcasePaintMode - Control

ShowcasePaintMode - Texture

ShowcasePaintMode - Brush

ShowcasePaintMode - Debug

Setup - PaintMode

Setup_PaintMode

  • The Mesh you want to paint must be under Base_Terrain, or under a Parent that has the Env Dashboard script attached
    • Path : Assets/ZLZ_EnvironmentShader/Demo/Prefab/Base_Terrain.prefab
  • Assign a Material that uses ZLZ_Environment_Shader
    • Path : Assets/ZLZ_EnvironmentShader/Shaders/Core/ZLZ_Environment_Shader.shader

What Can PaintMode Do?

  • Paint additional decorative textures onto meshes you authored, whether in Maya or Blender
  • Paint on both horizontal and vertical surfaces
  • Customize your own brushes
  • Freely control brush size and hardness
  • Once enabled, it works alongside every other feature in the Shader

Mask Source

  • Chooses where the “paint data” is stored. Switched via a shader keyword at build time — it is not a runtime value
  • Mask = stored in a texture (_PaintMask). Detail capped by texture resolution. Needs clean UVs in the selected channel
  • Vertex Color = stored in the mesh’s vertex colors. No texture or UVs, lighter, DCC-painted colors show up immediately. Detail capped by vertex density
  • If data exists in both Mask and Vertex Color, only the selected source is displayed
  • The Grass system reads this value, so switching the Mask Source automatically re-samples every grass clump

Active Layers (1-4)

  • Choose how many Layers to use; unused Layers are hidden
  • Assign a Texture to each Layer, selecting which Texture goes in which slot
  • Adjust the Size of each Texture

Mask

  • Name the Mask Texture file — it is exported automatically once painting is done
  • Set the Resolution (512, 1024, 2048)
  • Specify the destination where the Mask Texture file is saved after painting
  • New Mask : create a new Mask Texture
  • Clear : erase all existing data on the current Mask Texture
  • Revert to Saved : roll back to the last saved state
  • Undo : up to 8 steps back, or press Ctrl + Z
  • Debug Mode : available only while Start Painting is enabled

PaintMode - Material

PaintMode

Albedo (RGB) / Tiling / Offset

  • The base Texture of this material — what you see in areas that have not been painted. Every Paint Layer is composited on top of it
  • Tiling/Offset is Unity standard (_MainTex_ST) and affects only the base Albedo, not the Layers
  • If Triplanar is enabled, this section is replaced by World Tiling + Blend Sharpness

Parameters

  • Mask Cutoff = pulls the edge inward. Higher values drop faint strokes, keeping only heavy paint
  • Mask Smoothness = edge softness. High = soft gradients, low = crisp. Near 0 = hard two-tone cut