Initial commit: Unity mesh painter project

Unity 6000.3 (URP) project with live mesh painting in play mode.

- MeshPainter.cs: paint a SkinnedMesh with the mouse, seamless across
  UV islands via 3D-space painting, GPU and CPU backends (switchable),
  edge-padding/dilation against bilinear seam bleed
- FrameRateLimiter.cs: simple frame rate limiting component
- MeshPaintBrush / MeshPaintDilate shaders for the GPU paint path
- Unity-specific .gitignore and .gitattributes

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-06-22 12:03:24 +02:00
commit fa4474f6d4
61 files changed
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// GPU brush: paints a 3D sphere seamlessly into the paint texture.
//
// In the vertex shader the mesh is "unwrapped" into the texture layout using its
// UVs (uv -> clip space), while the actual local 3D position of the vertex is
// passed through to the fragment shader. There, per texel, the distance to the
// brush center (_BrushCenter, in local mesh space) is tested against _BrushRadius.
//
// This bridges UV seams automatically: triangles on both sides of a seam share
// the same 3D edge and are captured by the same brush stroke, no matter where
// they lie in the UV layout (identical behavior to the CPU path).
Shader "Hidden/MeshPaintBrush"
{
Properties
{
_BrushColor ("Brush Color", Color) = (1,0,0,1)
}
SubShader
{
Tags { "RenderType" = "Opaque" }
Pass
{
ZTest Always
ZWrite Off
Cull Off
Blend Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 _BrushColor;
float3 _BrushCenter; // brush center in local mesh space
float _BrushRadius; // brush radius in local mesh space
struct appdata
{
float4 vertex : POSITION; // local 3D position
float2 uv : TEXCOORD0; // UV (target in the texture layout)
};
struct v2f
{
float4 pos : SV_POSITION;
float3 local : TEXCOORD0; // interpolated local 3D position
};
v2f vert (appdata v)
{
v2f o;
// UV (0..1) -> clip space (-1..1). This makes the GPU rasterize
// each triangle exactly at its place in the texture.
float2 p = v.uv * 2.0 - 1.0;
#if UNITY_UV_STARTS_AT_TOP
p.y = -p.y; // compensate the RenderTexture Y-flip (D3D etc.)
#endif
o.pos = float4(p, 0.0, 1.0);
o.local = v.vertex.xyz;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// Only color texels inside the 3D brush sphere.
float d = distance(i.local, _BrushCenter);
clip(_BrushRadius - d);
// Alpha = 1 marks "painted by the brush" (source for the edge padding).
return fixed4(_BrushColor.rgb, 1.0);
}
ENDCG
}
}
Fallback Off
}
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fileFormatVersion: 2
guid: cfff45d9ec693b247909d39c182922ff
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
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// GPU edge padding / texture dilation against visible UV seams.
//
// Between the UV islands there is an unpainted border (gutter). During bilinear
// sampling at an island edge, the GPU mixes the painted edge with the unpainted
// base color -> bright seam lines. This pass "bleeds" the painted color up to
// _Pad texels beyond the island edges.
//
// The dilation source is exclusively painted texels (alpha >= 0.5). The padding
// texels produced get alpha = 0 -> next frame they are NO LONGER a source, so the
// padding does not grow unbounded (it stays at _Pad texels).
Shader "Hidden/MeshPaintDilate"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType" = "Opaque" }
Pass
{
ZTest Always
ZWrite Off
Cull Off
Blend Off
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_TexelSize; // (1/w, 1/h, w, h)
int _Pad;
#define MAXPAD 16
fixed4 frag (v2f_img i) : SV_Target
{
fixed4 c = tex2D(_MainTex, i.uv);
if (c.a >= 0.5) return c; // already painted -> leave unchanged
float2 ts = _MainTex_TexelSize.xy;
float best = 1e20;
fixed3 bestCol = c.rgb;
bool found = false;
// Search the neighborhood (up to _Pad texels) for the nearest painted texel.
[loop] for (int y = -MAXPAD; y <= MAXPAD; y++)
{
if (abs(y) > _Pad) continue;
[loop] for (int x = -MAXPAD; x <= MAXPAD; x++)
{
if (abs(x) > _Pad) continue;
fixed4 s = tex2D(_MainTex, i.uv + float2(x, y) * ts);
if (s.a >= 0.5)
{
float dd = (float)(x * x + y * y);
if (dd < best) { best = dd; bestCol = s.rgb; found = true; }
}
}
}
// Gutter: color of the nearest painted texel, but alpha = 0 (not a source).
if (found) return fixed4(bestCol, 0.0);
return c; // out of range -> base color unchanged
}
ENDCG
}
}
Fallback Off
}
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