Asset Window
Last updated
Last updated
If you are more of a visual learner there’s also a video tutorial:
You can access it by going to Tools->AllIn1->VfxToolkitWindow.
The Asset Window offers you a bunch of settings options and utilities divided in 3 sections:
Save Paths: Used to set the different save paths of Materials, Presets and Textures the asset generates:
Material Save Path: Folder where new materials created with the “Save to Folder” button on the asset component will be saved to. See Asset Component Features section for more info.
Particle Presets Save Path: Route where the Particle System Presets will be saved to. See Particle System Helper Component section for more info.
Render Material to Image Save Path: Path for the Textures created with the “Render Material To Image” button on the asset component will be saved to. See Asset Component Features section for more info.
Texture Editor: Used to edit existing Textures. It can be used to quickly tweak the look and to quickly rotate and flip them.
To use it drag or assign a texture in the Image to Edit slot and then use the properties and buttons to change it to your liking:
Finally press the Save Editor Resulting Image as PNG file to save the edited image into the folder of your liking, by default it will suggest you save it in the same folder of the original image with a different name, but you can change the save route and name to fit your needs.
Texture Creators: Here you can create Normal Map textures for the Screen Distortion effect (or for any other use really), Gradient Textures either for the Color Ramp effect or for regular greyscale gradients that are very often used as masks for other effects or shape textures, atlas textures to randomize your Particle Systems and Tileable noise textures to use on your effects.
Normal/Distortion Map Creator: Makes a Normal Map from a Target Image. Tweak the Strength property to make the normal map more pronounced and the Smoothing to blur the result. See Screen Distortion section for more info.
To use the Color Gradient Editor just edit the Color Gradient, choose a texture size (usually it can be very small if the filtering is set to Bilinear), choose the texture filtering and press the Save button. This can be used to create textures for the Color Ramp effect or black and white masks that can then be used in your effects.
The Texture Atlas / Spritesheet Packer can be used to pack multiple images into a single one. This is very useful to create variation on a Particle System for example. We can use a 4x4 texture for example and then have the System choose a random one each time it plays in the Texture Sheet Animation tab. To use this tool, add the desired textures to the Atlas array. Choose the amount of Columns and Rows (Note that you’ll need to make sure that there are enough slots to fit all your Atlas textures. For example if you have 2 rows and 2 columns you can fit up to 4 textures, so if the Atlas array has 3 elements one slot will be empty and if the Atlas array has more that 4 elements only 4 will show on the final result). Then choose the Atlas size and filtering and Save.
The Tileable Noise Creator, as the name says, allows you to preview, edit and save tileable noise textures to use on your effects out of 8 different noise types. Having tileable noise that you can create and edit in a few clicks is a massive time saver. Not even Photoshop has a quick way of doing this. Here you can do it inside the Unity editor, with just a few clicks.
To use it select a Noise Type and once you move any slider you’ll see the noise preview, play around with the properties and when you are happy choose the size, filtering and save.
Others: Here all other options will be placed, we have 2 options:
Auto Setup Pipeline shader variant: The asset has a few shader variants, 2 for Built-In Render Pipeline, 1 for URP, 1 for HDRP and 1 variant that contains the effects that will work out of the box across all 3 Pipelines. These shader variants will automatically be swapped and maintained by the asset during regular use. But this feature is needed to properly configure Materials that were created in some other Render Pipeline and that were imported into the project. A clear use case of this is converting the Demo Materials to URP or HDRP as described in the First Steps section, in those cases we want to convert the Built-In materials to SRP ones. First select the folder that contains the Materials you want to affect and then the button below to make the process start.
Disable Depth and Scene Color Effects: If you are using the URP 2D Renderer there are 3 effects that you want to avoid since the graphics features that enable these effects (Soft Particles, Depth Glow and Screen Distortion) aren’t supported in this pipeline. With this feature you can make sure that these 3 effects are disabled in all materials inside any desired folder (by default it targets the Demo Materials folder). First select the folder that contains the Materials you want to affect and then the button below to make the process start.
Display Scene View Notifications: Scene View Notifications will appear when pressing the buttons in the Asset Component. Here you can disable those notifications.
Refresh Lit Shader: The Lit shader is automatically setup for you to match the render pipeline and Unity version you are using. If at some point you change version or render pipeline and there's an issue with the Lit shader you can press this button to force a reconfiguration.