UnityEQ Painting Lab
Reference
Who it helps
Section titled “Who it helps”- Technical artists authoring support textures in Unity.
- Shader and material artists testing color, mask, flow, or direction data.
- Environment artists who need fast paint iteration on preview meshes.
- Solo developers who want a lightweight in-editor painting workflow.
Export profiles
Section titled “Export profiles”- Color: recommended as sRGB PNG with transparency handling.
- Mask: recommended as linear PNG for grayscale, alpha, or packed mask data.
- Flow: recommended as linear EXR for motion direction in R/G and accumulated strength in B.
- Direction: recommended as linear EXR for direction-field R/G data and the B painted/valid mask.
- Auto export chooses PNG for Color and Mask, and EXR for Flow and Direction.
- Generated exports are written under
Assets/EQPaintingLab/Generated/Exports.
Technical details
Section titled “Technical details”- Render pipelines: exported textures can be used with Built-in Render Pipeline, URP, HDRP, Shader Graph, or custom shaders.
- Package type:
.unitypackagewith one root folder,Assets/EQPaintingLab. - Assembly definitions:
EQPaintingLab.RuntimeandEQPaintingLab.Editor. - Dependencies: no third-party packages, no external services, no account login, and no dependency on other EQLabs products.
- Runtime scope: small data model for saved paint assets and persistent texture bytes.
- Included shader:
EQPaintingLab/Texture Previewfor editor texture and vector preview rendering. - 3D painting requirements: assigned preview meshes must be readable and must include valid data in the selected UV channel.
- Brush-tip handling: unreadable brush tips use a temporary readable-copy fallback;
Invert Brush Tipflips grayscale mask data while preserving alpha. - Post process behavior: export processing is non-destructive and does not modify the saved painting asset.
Safe usage notes
Section titled “Safe usage notes”- EQPaintingLab does not require another EQLabs package.
- Preview meshes must be readable for 3D painting.
- The selected UV channel must exist on the assigned preview mesh.
Show UV Shellis an editor guide and does not write into texture pixels or exported files.- Preview motion, arrows, and colors are editor-only visualization; exported files keep the packed texture data.
- Generated exports should be reviewed and assigned to project materials manually.
Known limits
Section titled “Known limits”- Projection-aware primary strokes can cross visible seams, while mirrored symmetry clones still use texture-space stamping.
- Direct UV-space strokes use direct texture stamping and are less suitable for visible seam wrap than ProjectionAware mode.
- EQPaintingLab is an in-editor texture authoring tool, not a full external image editor replacement.
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