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Simple Painter — Overview

Simple Painter (listed on the Unity Asset Store as Simple Paint 3D) is a runtime 3D texture-painting toolkit for Unity. It lets a game, a configurator, or an editor tool paint directly onto meshes while the game is running — not just a flat colour, but any PBR material channel (albedo, metallic, smoothness, normal maps and more), composited through a multi-layer system similar to a digital image editor.

Built from small, swappable modules

A Paint Tool combines an input device with a DrawConfig asset that supplies both the stamp's geometry and its ink. A separate canvas — one of three concrete types — hosts the channel/layer data, and, for the fluid-simulation canvas, a physically simulated wet-paint solver that runs on top of what was stamped.

What ships in the package

Runtime modules10
Canvas types3 — MultiChannel, Simulation, SingleTarget
Draw configs2 — Standard Brush, Fill Mesh (erase is a mode on either)
Stroke methods5 — Direct, Drag Dot, Line, Bezier, Anchored
Input devices6 — Mouse, Pen, Touch, Collision, Particle, Object
Fluid solvers3 — Viscous (MLS-MPM), Ink (vorticity bloom), Film (height-field)
Channel types3 — Color, Scalar, Normal
Unity2021.3 or newer · Built-in, URP & HDRP
Dependencycom.deepwave.core

Highlights

  • Multi-channel PBR painting — paint Color, Scalar (metallic/smoothness/AO…) and Normal channels independently, each bound to any shader property you define.
  • Photoshop-style layers — every channel on a MultiChannelCanvas or SimulationCanvas holds its own stack of layers with visibility, opacity, a starting texture and a per-data-type blend mode.
  • Three canvas types — a general-purpose layered canvas, a fluid-simulation canvas, and a minimal single-channel canvas for the cheapest possible setup.
  • Six input devices & five stroke methods — all feeding one shared, hot-swappable stroke pipeline.
  • Three fluid solvers — physically simulated wet paint with adhesion, viscosity and cohesive pressure (Viscous), a swirling vorticity-confined ink bloom (Ink), or a cheap drip-and-dry height field (Film) — pick whichever look and budget fit your project.
  • Animated & skinned mesh support — paint directly on moving characters; the live pose is baked automatically.
  • Automatic UV seam fixing — every canvas fixes seams on its own; strokes bleed correctly across UV islands instead of stopping at the cut.
  • Paint progress tracking — measure how much of a channel has been painted or erased, masked to the real UV footprint.
  • Performance-first GPU pipeline — one pooled command buffer per frame, reused render textures, upfront shader warm-up, Job System raycasting and async GPU readbacks.

Where to go next


Buy on the Unity Asset Store · try the playable demo.