UnityEQ Painting Lab
Release notes
Target Unity version: 2022.3 LTS or newer, including Unity 6.
Compatibility is verified rather than asserted: the built package is imported into an empty project
on each supported editor and compiled from scratch. Verified on 2022.3.62f3 (147/153 automated
tests, 6 skipped for environment) and 6000.3.14f1 (153/153).
1.1.0 - 2026-07-28
Section titled “1.1.0 - 2026-07-28”Correctness and performance release.
- Paint undo now keys on a stable per-slot id. Removing a texture slot no longer makes an undo write one texture’s pixels into another, and no longer throws.
- Alpha Edge Padding now bleeds the full width the Padding Pixels slider offers. Previously it could never exceed one pixel while still running every pass.
- Fill in Flow and Direction modes no longer floods the canvas with a zero-length direction. It now raises only the B strength/valid channel, and only on pixels that already carry a painted direction.
- Export All no longer overwrites files when two slots share a name, and the success message reports files written rather than slots visited.
- Paint canvases and preview textures are created linear, so the in-editor preview decodes the same vector field the exported EXR contains.
- The export post-process preview rebuilds once per stroke instead of once per painted frame, and its working buffers are pooled.
- Projection painting caches mesh data and rejects triangles with a bounds test before raycasting, instead of re-reading the whole mesh for every sub-sample.
- Opening the window no longer creates folders in your project. Export folders are created by an export.
- The Smooth tool reads a pre-stroke snapshot, so repeated passes soften an edge in place instead of drifting it.
- Canvas dimensions are bounded, with the memory cost shown beside the fields.
- Export blur is premultiplied, removing the dark halo around blobs on a transparent canvas.
- Paint history survives a script recompile, and is bounded by total bytes.
- Undo and redo accept Cmd on macOS as well as Ctrl.
- Export All writes every file first, then imports them in one batch, and can be canceled.
- The Vector Preview toggle is available in the 2D workspace, not only in 3D.
- The in-editor 3D preview pane’s Built-in Render Pipeline requirement is now documented. 2D painting and all exported textures are unaffected.
Initial release: standalone asset workflow, 2D canvas painting, 3D preview painting, seam-safe projection painting, UV shell visualization, brush tips, brush shape selection, jitter, symmetry, channel preview, decoded Flow/Direction preview shading, and mode-aware exports.
Included in 1.0.0
Section titled “Included in 1.0.0”- Fixed mesh strokes leaking into the 2D canvas input handler.
- Added seam-jump protection for UV-space 3D strokes.
- Matched Flow and Direction encoding to the Unreal PaintingLab reference.
- Split brush footprint shape from brush-tip texture presence.
- Removed temporary seam/brush debug instrumentation.
- Added
Show UV Shellfor canvas and 3D preview seam inspection. - Added toggleable decoded vector preview shading for the canvas and 3D mesh preview.
- Fixed Flow and Direction painting through projection-aware mesh strokes.
- Restored the production menu path to
Tools/EQLabs/EQ Painting Lab/Open Editor. - Hardened generated export folder names so user-entered paths stay inside the EQPaintingLab generated export area.
- Exercised the final product build path in Unity batchmode with the guarded package checks passing.
- Split decoded vector previews so Flow uses animated motion bands while Direction uses static field arrows.
- Renamed the 3D viewport toggle to
Vector Previewso it applies clearly to both Flow and Direction. - Added viewport header badges that name the active decoded vector preview as animated Flow or static Direction arrows.
- Documented the public compatibility target as Unity
2022.3 LTSor newer, including Unity 6. - Added a
UV Channelselector so 3D painting, mesh texture preview, and UV shell overlays can target UV0, UV1, UV2, or UV3. - Added non-destructive export post processing with
Smooth,Blur, radius/strength/pass controls, alpha edge padding, and viewport preview.
Package notes
Section titled “Package notes”- Generated exports are written under
Assets/EQPaintingLab/Generated. - Test-created painting assets and generated exports are not part of the final upload package.
- The public package keeps the runtime model, editor window, product/export helpers, inspector, preview shader, README, Quick Start, and Release Notes.
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