
Unity is a game engine that provides users with the tools to create games and other experiences. One feature that Unity offers is the ability to paint textures onto objects. This can be done in a variety of ways, including using shaders, decals, and UV mapping. Some users have also found success in using external software such as Blender to create textures and then importing them into Unity. While Unity does not have built-in texture painting tools, it does support the use of custom brushes and textures, allowing users to create unique and visually appealing environments and objects within their games.
Characteristics and Values Table
| Characteristics | Values |
|---|---|
| Tools | Blender, Substance Painter, Polybrush, Mesh Decal Painter Pro, Unity |
| File type | Scene file |
| Process | Click and drag the cursor across the terrain to create areas of tiled texture |
| Brushes | Assets based on textures, which define the shape of a brush |
| Brush options | Built-in brushes, custom brushes, brush size, brush opacity |
| Additional options | Edit Terrain Layers, multiple Terrain Layers |
| Purpose | To paint textures on objects, override previous colouring of the mesh, blend adjacent regions |
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What You'll Learn

Using shaders and C#
Painting textures on objects in Unity can be achieved through a combination of shaders and C# scripting. Here is a step-by-step guide on how to achieve this:
- Create a New Project or Open an Existing One: Start by creating a new Unity project or opening an existing one where you want to implement texture painting.
- Shader Setup: Create a new shader by navigating to "Assets > Create > Shader > Unlit Shader". Name it "TexturePaintShader". This shader will be used to render the texture painting effect.
- C# Script Setup: Create a new C# script called "TexturePaint" and attach it to the object you want to paint. This script will handle the texture painting logic.
- Texture Variables: In the "TexturePaint" script, define variables for the main texture, render texture (splat map), and display texture. These textures will be used for painting and storing texture information.
- Material Variables: Define variables for the material of the object you want to paint on. You will need a reference to the material to apply the texture changes.
- Camera and Shader Variables: Create variables to reference the main camera and the shader you created earlier ("TexturePaintShader").
- Texture Painting Logic: In the "TexturePaint" script, implement the logic for texture painting. You can use raycasting to detect mouse clicks on the object's surface. When a click is detected, update the render texture (splat map) with the desired colour or texture.
- Shader Application: Use the shader ("TexturePaintShader") to apply the render texture (splat map) to the object's material. This will render the painted texture on the object.
- Testing: Play the game and test the texture painting. When you click on the object, it should change colour or apply the desired texture.
- Advanced Customization: You can further customize the texture painting effect by using shaders like Polybrush, which offers a range of texture blending options and attributes. Explore the shader options to achieve the desired visual result.
Remember that creating custom shaders and C# scripts requires a good understanding of programming and shader development. The provided steps serve as a general guide, and you may need to adapt them to your specific project's requirements.
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Painting decals on 3D objects
Unity is a game engine that allows users to design and build games. To paint decals on 3D objects in Unity, you can follow these steps:
First, it is important to understand the concept of Terrain Layers. Each Scene file in Unity represents a unique level, where you can place environments, obstacles, and decorations. To configure Terrain Layers, click on the "Edit Terrain Layers" button and add the desired layers. The first Terrain Layer you add will flood-fill your Terrain with the configured texture. You can add multiple Terrain Layers to create a detailed and varied environment.
Next, select a Brush for painting. Brushes are Assets based on Textures and define the shape and appearance of your brush strokes. Unity offers a range of built-in Brushes, or you can create your own custom brushes. Adjust the Brush Size and Opacity to control the strength of the applied effect.
Now, you can begin painting your 3D objects. Click and drag the cursor across the Terrain to create areas of tiled texture. You can paint across tile boundaries to blend adjacent regions, creating a natural and organic look. However, keep in mind that adding multiple Terrain Layers can impact performance, so it's important to consider the rendering performance of your game.
Additionally, you can use Decals to add more detail to your 3D objects. Decals are often used when you want to add specific textures or effects to certain spots on your objects. For example, you can use Decals to simulate blood splatters enabling colour in specific areas, creating a unique visual effect.
If you're looking for more advanced options, you can explore shader creation. Shaders allow you to draw directly on a mesh, adding special effects and enhancing the appearance of your 3D objects. However, creating shaders can be complex and may require additional tools like Blender for texture-blending shaders and UV mapping.
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Creating a texture-blending shader in Blender
To create a texture-blending shader in Blender, you can follow these steps:
Firstly, it is important to understand that every real surface consists of dozens of layers, so blending and mixing textures is crucial for creating realistic materials. You can start by selecting polygons and assigning different materials to them. Each object in Blender can have a unique ID, which can be modified in the Object properties panel.
Next, you can use the Object Info node in the material editor to blend different materials based on their IDs. For instance, if the ID is less than 2, you can blend a specific material. You can also assign random shades of grey to objects using the Random output feature.
To add a decal, you can unwrap the object using the Smart UV Project. Then, enter the Texture Paint mode, add a diffuse texture into a paint slot, and start painting. After saving your work, you can apply your changes in Blender. Another simple method for adding a decal is by using the second UV map.
Additionally, you can mix shaders and materials based on surface normals, which is ideal for direction-based effects like dust and snow. You can separate the Z component of the Generated coordinate and use it as a height mix factor. You can also use Vertex Color to blend textures, although this method works best with high-poly models.
When blending two textures, you can use a color ramp and a mix shader. While you can create a new shader each time, the MixRGB node can also be used to mix two textures without the need for a new shader. Alternatively, you can use multiple texture samplers in a shader and mix them as required. You can also specify the percentage of each texture per vertex using the alpha channel.
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Using the Unity Terrain tool
Unity's Terrain tool allows users to paint textures directly onto the surface of their Terrain using material layers. To get started, select the Terrain you wish to edit in the Hierarchy window. Then, follow these steps:
Configuring the Tool
- Click the "Edit Terrain Layers" button to add Terrain Layers. The first Terrain Layer you add will flood-fill your Terrain with the configured texture.
- You can add multiple Terrain Layers, but keep in mind that the number of supported layers depends on your specific render pipeline.
- Choose a Brush for painting. Brushes are assets based on textures that define the shape of the brush. You can select from built-in brushes or create your own, then adjust the Brush Size and Opacity (or Target Strength) to control the strength of the applied effect.
Painting Textures
- With your Terrain selected and your brush configured, click and drag the cursor across the Terrain to create areas of tiled texture.
- You can paint across tile boundaries to blend adjacent regions, creating a natural, organic look.
- To add details like grass, use the Paint Details tool. Hold down the Shift key while painting to remove details.
Additional Tips:
- You can sculpt the Terrain to a specific height using the Stamp Terrain tool, which combines topography features.
- To create a new Terrain Layer, go to the Layers section and type the name of your Layer in the "Create New Layer" field. Then, click "Create" and select a Texture to use.
- To modify an existing Terrain Layer, select the Layer in your Project window or expand the Terrain Layer Editor in the Paint Texture tool UI.
- The Terrain Layer Eyedropper tool lets you select a Terrain Layer directly from the Terrain by holding down Shift + A and clicking on the desired area.
- The Layer Palette reorderable list allows you to change each Layer's assigned alphamap channel by dragging UI elements.
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Choosing a brush for painting
Unity offers a variety of built-in brushes to choose from for painting textures on objects. You can access these built-in brushes by first clicking on the "Edit Terrain Layers" button to add Terrain Layers. The first Terrain Layer you select will flood-fill your Terrain with the chosen texture. You can add multiple Terrain Layers, but keep in mind that the number of supported layers depends on your specific render pipeline.
After adding the desired Terrain Layers, you can select a brush for painting. Unity's brushes are assets based on textures, which define the shape of the brush. You can adjust the brush size and opacity (strength of the applied effect) to suit your needs. If you want to create a new brush with a unique shape or specific parameters, you can do so by clicking the "New Brush" button in the Terrain Inspector window.
In the Select Texture2D window that appears, you can choose a texture to define the shape of your custom brush. The Brush Inspector allows you to adjust the Falloff and Radius Scale values. You can also use the Remap slider and the Invert Remap Range option to modify the grayscale values of the brush texture.
Additionally, Unity's Polybrush tool offers a Color Paint mode, enabling you to set the vertex colors of a mesh with a brush or paint bucket. To access this mode, use the toolbar under Paint Settings and select between the two modes. Note that Vertex Color mode requires the shader material to support vertex colors. Polybrush provides default materials that are compatible with vertex colors if needed.
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Frequently asked questions
Unity does not have built-in texture painting tools. You can use Blender's texture/vertex painting tools and then import the model and textures into Unity. Alternatively, you can use shaders and C# to paint textures in Unity at runtime.
You can use decals to draw on 3D objects in Unity during runtime. You can also use a shader that lets you draw on a mesh, but this is more complex and should only be done if it is an important part of your game.
To create a smooth transition between textures on a mesh, you can use texture tiling. This involves creating a large texture that holds all the smooth information, which can then be applied to the mesh.











































