Asset Window
Last updated
Last updated
You can access it by going to Tools->AllIn1->3DShaderWindow.
The Asset Window offers you a bunch of settings options and utilities:
Save Path: The Asset Component Featurescan save both Materials and Render Material to Image, you can choose the save path here
Texture Editor: A nice and convenient Image Editor for fast texture tweaks. Quickly rotate, change the color, fix the alpha channel or simply change the Export Scale to save some disk space. Press Save Resulting Image as PNG file button when done.
Normal Map Creator: Create Normal Map textures using this window. You can do so by adding a Target Image, choosing a Normal Strength and Smoothing values and pressing the Create And Save Normal Map.
Gradient Creator: Allows you to create Gradient textures that can then be used with the asset shader. The shader already has a Gradient Drawer that allows to live edit your Gradients in the Material Inspector, but you have the option to create a gradient here too:
Atlas Packer: You may find it useful to merge several images for a Particle System or Sprite Flipbook. Add individual textures to the Atlas Array, configure the options below and bress the Create button when satisfied with the configuration.
Tileable Noise Creator: Create noise textures for Black and White Texture Blending, UV effects or whatever other use you can think of. Configure the options and press Save when done.
Override Materials: Explained in its own section Batch Override Materials
In Default Look you can select what Material preset will be used when the Asset Component needs to create a new Material. The asset has 4 premade ones, but you can also select Custom and insert in the Slot a Material you want to use as a template. Here you can add your very special unique shader that represents most of the objects of your game. So that when you create a new Material you have a personalized starting point that fits your project.