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Package details
- Latest version
- 1.0.0
- Last updated
- First released
- Unity version
- 6000.3.1 or later
- Package size
- 21.1 MB
- Files
- 80
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- 5
- Views in the past week
- 20
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- $19.99 on
Keywords
Skinned Mesh Painter
Skinned Damage Painter is a system for painting damage, decals, and impact marks directly onto skinned characters or static mesh renderers.
Price $19.99
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Price history
Last 6 months
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Skinned Mesh Painter screenshot 1
About this asset
Skinned Damage Painter
🔥 Key Features
- Runtime damage painting on Skinned Mesh Renderers
- explosionsImpact-driven workflowApply damage from:
raycasts
projectiles
melee hits - Stamp / Decal Mode – project a texture (bullet hole, blood splatter, logo) using alpha maskingTwo operating modes
Damage Mode – fast circular damage accumulation (radius + intensity) - Crisp, pixel-perfect small decals that remain sharp even at close rangeHigh-Quality Runtime Stamps (optional)
- Automatically propagates hits across multiple body parts (head, torso, arms, etc.) under the same rigMulti-part character support
- Click-to-paint directly in Play Mode for rapid iteration and debuggingMouse painting test mode
- Damage and decals can fade out over time for improved gameplay readabilityOptional fading system
- Supports Auto / UV0 / UV1 to match different character UV layoutsUV control options
- Includes fully set up demo scenes for both pipelinesURP & HDRP compatible rendering approach
📦 What’s Included
Core Runtime Components
- Easy, inspector-driven setup per body partSkinnedDamageReceiver
- Runtime rendering, projection, and stamping logicSkinnedDamagePainter
- Example shaders and materials used by the system
Demo Content
- URP demo scene
- HDRP demo scene
- raycast / projectile / impact integration patternsSample scripts for:
click-to-paint testing
🎯 Typical Use Cases
- Shooters – bullet holes, scorch marks, blood impacts
- Melee combat – scratches, bruises, slashes
- Survival & exploration – dirt buildup, grime, wetness or masking effects
- Character customization – tattoos, logos, markings applied at runtime
⚙️ How It Works (High Level)
- Add SkinnedDamageReceiver to each skinned mesh you want to affect
- Assign the Skinned Mesh Renderer and a damage material or stamp texture
- Call ApplyHit() from your hit detection logic
Damage and stamps are projected in world space, ensuring the effects naturally follow the animated skinned mesh.
⚠️ Requirements & Notes
- Characters must have colliders to receive raycast or projectile hits
- (overlapping UVs may cause mirrored effects)Works best with clean, non-overlapping UVs
- Sensible defaults are provided for real-time gameplayPerformance scales with:
damage texture resolution
number of active stamps
Assets used in the demo video are for demonstration purposes only and are not included in the package.
From the publisher's Asset Store listing.
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.3.1f1 | Not listed | Compatible | Compatible |
Also compatible with 2022.3.62f3
As listed on the Asset Store.