Vertex Thickness Generator
  • Vertex Thickness Generator
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  • Editor Window Settings
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Quick Start

PreviousVertex Thickness GeneratorNextEditor Window Settings

Last updated 2 months ago

Open Vertex Thickness Generator editor window from the Main Toolbar → Window → Amazing Assets menu:

Before using editor tool, reset its settings using Context Menu → Reset option:

Drag & drop gameObject from the Hierarchy window or prefab/mesh object from the Project window inside VTG editor window:

Object will be added to the conversion list:

Click on the Run button at the bottom of the editor window.

Editor tool will generate thickness for all meshes in the selected gameObject and bake results inside vertex color, save those meshes and instantiate new prefab in the scene, in the same position as the source object:

Note, generated thickness is a grayscale value in the range of [0, 1]. Where 0 corresponds to the minimal thickness and 1 to the maximum.


VTG editor tool can handle all meshes in the selected gameObject:

Conversion list of the VTG editor window displays information about each mesh in the gameObject:


Note, thickness is generated per-vertex and its calculation speed and quality depends on the mesh vertex count.

VTG editor tool allows saving thickness inside any mesh vertex buffer and package includes Preview shader for rendering this baked data. However it is up to the user to create and setup custom shaders for reading baked thickness from a mesh and render it according to the requirements.

For correct thickness calculation, mesh needs to have the .

normals
To see the generated prefab, move it inside Scene view or hide the source object