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.
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 modules | 10 |
| Canvas types | 3 — MultiChannel, Simulation, SingleTarget |
| Draw configs | 2 — Standard Brush, Fill Mesh (erase is a mode on either) |
| Stroke methods | 5 — Direct, Drag Dot, Line, Bezier, Anchored |
| Input devices | 6 — Mouse, Pen, Touch, Collision, Particle, Object |
| Fluid solvers | 3 — Viscous (MLS-MPM), Ink (vorticity bloom), Film (height-field) |
| Channel types | 3 — Color, Scalar, Normal |
| Unity | 2021.3 or newer · Built-in, URP & HDRP |
| Dependency | com.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
MultiChannelCanvasorSimulationCanvasholds 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
- Introduction — the modular pipeline in one page
- Getting Started — build a paintable object in 8 steps
- Architecture & Execution Order — how a stroke flows through the frame
- API Reference — key components, methods and events
Buy on the Unity Asset Store · try the playable demo.