UnityEQLabs Essentials
All tools
Workflow
Section titled “Workflow”| Tool | What it does |
|---|---|
| Batch Material Creator | Creates materials in bulk from selected shaders and naming rules to remove repetitive manual setup. |
| Build Cost Intelligence | Estimates build cost signals such as likely size and processing hotspots so you can prioritize optimization work before shipping. |
| Create Built-in Presets | Creates starter gradient preset assets so artists can bootstrap color workflows with consistent defaults. |
| Dependency Explorer | Maps asset dependencies and reverse references so teams can safely refactor or remove content without breaking links. |
| Documentation System | Adds in-editor tooltip help hooks so users can discover guidance without leaving the Unity workflow. |
| Material and Shader QA Linter | Scans materials and shaders for missing assignments, risky settings, and release-quality warnings. |
| Material Browser | Indexes project materials with filtering helpers so artists can quickly find and inspect what they need. |
| Material Preset Manager | Saves and reapplies reusable material parameter presets to keep look-dev consistent across assets. |
| Material Replacer - Upgrader | Performs controlled bulk replacement and upgrade of materials or shaders during pipeline migrations. |
| Material Screenshotter | Captures standardized material preview screenshots for documentation, review boards, or store pages. |
| Pipeline Switcher | Switches rendering pipeline settings in a guided way to reduce setup errors between built-in, URP, and HDRP workflows. |
| Project Doctor | Runs project health checks to surface common configuration, asset, and pipeline issues before they escalate. |
| QA Gate Runner | Runs automated QA gate checks and outputs a report suitable for release decisions and CI automation. |
| Runtime Debug Toolkit Installer | Installs a runtime debug toolkit into the active scene so teams can inspect values during playtesting. |
| Scene & Prefab Batch Optimizer | Applies batch optimization passes to scenes and prefabs to reduce repetitive cleanup work. |
| Shader Variant Intelligence | Analyzes shader variant growth and risk so teams can control compile times and runtime memory overhead. |
| Texture Import Enforcer | Enforces texture import policy profiles in bulk to maintain technical consistency across projects. |
| Unity I/O | Unity I/O is the EQLabs Essentials asset-intake pipeline: it stages an incoming asset, applies a profile’s importer settings, validates it against ~35… |
Texture Generation
Section titled “Texture Generation”| Tool | What it does |
|---|---|
| Cubemap Capturer | Captures a scene viewpoint into a cubemap asset for reflections, skyboxes, or lighting probes directly in-editor. |
| Gradient Ramp Generator | Bakes gradient definitions into ramp textures for shader sampling and stylized lighting pipelines. |
| Heightmap to Normal | Converts grayscale height textures into tangent-space normal maps with adjustable intensity. |
| LUT Color Grading Baker | Bakes color grading LUT textures from manual grading controls or from an extracted reference-image look, so teams can turn concept art direction into a… |
| Matcap Generator | Generates matcap textures for stylized shading previews and quick material ideation. |
| Noise Texture Generator | Creates procedural noise textures with configurable patterns to support shaders, masks, and VFX inputs. |
| Normal Map Mixer | Blends multiple normal maps into a single output while preserving directionality for layered detail workflows. |
| SDF Generator | Generates signed distance field textures for crisp scalable masks, fonts, and stylized effects. |
| Texture Array Creator | Builds texture array assets from matching inputs for advanced shader workflows and draw-call reduction patterns. |
| Texture Channel Packer | Packs multiple grayscale maps into RGBA channels to optimize texture memory and sampling cost. |
Scene Painting
Section titled “Scene Painting”| Tool | What it does |
|---|---|
| Flow Map Painter | Paints directional flow data for materials and VFX, enabling animated water, lava, and stylized motion effects. |
| Smoothed Normals Utility | Generates smoothed normal data for meshes to improve lighting continuity on stylized hard-surface assets. |
| Surface Quad Placer | Places a surface-aligned quad carrying the chosen decal material, snapped to the raycast hit normal with a small push-off to avoid z-fighting. |
| Terrain Layer Setup Wizard | Guides terrain layer creation and assignment to accelerate environment setup with fewer manual steps. |
| Vertex Color Painter | Paints vertex colors directly on meshes for blend masks, gradients, and lightweight data-driven effects. |
Debugging
Section titled “Debugging”| Tool | What it does |
|---|---|
| Material Property Diff | Compares two materials and highlights property differences to debug visual mismatches rapidly. |
| Render Queue Visualizer | Displays render queue ordering to debug transparency sorting, layering, and draw-order conflicts. |
| Screen Coverage Estimate | Estimates screen coverage from bounding boxes so you can spot areas likely to cost fill rate. |
| Shader Complexity Heatmap | Highlights shader complexity hotspots so artists can detect expensive materials before performance regressions. |
| Shader Keyword Debugger | Inspects shader keyword states across materials to diagnose unexpected variant behavior. |
| Shader Variant Stripper | Strips unused shader variants from builds using configured rules to reduce build size and warmup costs. |
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