Clayxels
However, clayxels creations can be frozen to plain standard meshes and deployed anywhere.
Latest update: Clayxels is compatible from Unity 2019 all the way to Unity 2021. Unity 2022 is not supported at this time.
Windows and Mac (new gen M chips), all render pipelines: built-in, URP and HDRP.
There's no support or compatibility guarantee for mobile, VR, AR, consoles or webgl.
Features highlight:
-Easily sculpt with volumetric primitives.
-Can be used in editor and in game.
-Real time meshing and splatted volumetric rendering modes.
-Freeze your work to a plain standard unity mesh.
-Splatted look persists on frozen meshes.
-Auto skin weights generated automatically for any frozen mesh.
Clayxels is an interactive volumetric toolkit to sculpt, animate, procedurally generate your game assets or clay-like effects, in editor and in game.
Sculpt and animate your assets inside Unity, give your game a whole new set of interactive volumetric capabilities. Or just export plain polygon meshes.
- you can sculpt and then animate assets directly in Unity without the need for complex mesh operations
- everything stays interactive, what you do in the editor works in game just as well
- fast level design iterations, clayxels can help you achieve complex architectural shapes in a matter of seconds
- export to FBX to move your clayxels models to any external package if you need so
Clayxels can output meshes, point clouds or fully shaded volumetric shapes.
- nothing stops you from interactively creating volumes during gameplay. Only at that point a compute-shader will update the point cloud (this is of course a GPU heavy operation that will impact on your FPS)
- clayxels can be animated in editor or used with procedural motion at runtime
- physics work with standard colliders, you can even use clayxels to generate its own mesh colliders
Open C# code, editable render shaders and signed-distance functions, but you can ignore all of that if you like. Clayxels works by simply moving around standard Unity GameObjects.
- Extend or hack the provided APIs or simply move Unity's standard GameObjects to interact with the volumes
- Write new shaders via code or use Amplify Shader to customize the existing shaders with nodes
- All the mathematical functions are exposed and you can add your own to change how the signed distance field is generated
Performance will vary a lot depending on the available GPU, this is especially relevant if you plan on using clayxels at runtime in your game.