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- Latest version
- 1.2.11
- Last updated
- First released
- Unity version
- 6000.0.58 or later
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- 4.2 MB
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Vector Shape Tool
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Create procedural vector shapes, glowing lines, 3D tubes, SVG layers, paths, trajectory arcs, particles, UI graphics, and colliders in Unity.
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Vector Shape Tool screenshot 1
About this asset
Neon Glow, SVG & 3D Tubes for Unity
Turn flat vector shapes into glowing neon lines and real 3D tubes, directly inside the Unity Editor. The built-in glow shader is self-contained, so no bloom, HDR camera or post-processing is required.
Draw a shape once with Bezier points, then choose the output you need: mesh, sprite, UI graphic, neon line, navigation path, particle emitter, 2D collider or sprite mask. Import SVG artwork, and animate points and tangents with Unity's animation tools and Timeline.
Works with: Unity 2020.3 or later (tested on Unity 6)
-Main Features-
One component, many outputs
Switch the same shape between multiple output modes from a single dropdown:
- Renderer
- Sprite Renderer
- UI Graphic
- UI Raw Image
- Line
- Particle
- Polygon Collider 2D
- Edge Collider 2D
- Sprite Mask
- Optional SpriteShape integration
The tool automatically manages the required Unity components for each mode, such as MeshFilter, MeshRenderer, LineRenderer, RawImage, PolygonCollider2D, EdgeCollider2D, SpriteMask, or SpriteShapeRenderer.
Scene View shape editing
Edit shapes visually inside the Scene view:
- Select, move, add, and delete points
- Edit Bezier tangents directly
- Use Corner, Smooth, and Symmetric point modes
- Multi-select points
- Box-select points
- Scale, move, and rotate the entire shape with a bounding box
- Use optional grid snapping
- Quickly switch between shape presets
Built-in presets include Rectangle, Circle, Rounded Rectangle, Triangle, Pentagon, Hexagon, and Star.
Neon line and 3D tube rendering
The Line output is designed for stylized outlines, UI-world hybrids, effects, paths, and gameplay visuals.
Line features include:
- Solid color or gradient
- Looping gradients for closed shapes
- Flat ribbon rendering
- Camera-facing billboard lines
- Real 3D tube mesh rendering
- Adjustable tube side count
- Dashed line rendering
- Animated dash flow
- Soft dash caps
- Wave deformation using sine or Perlin-style randomness
- Keyframeable line width, dash, density, and wave properties
-Built-in glow shader-
Vector Shape Tool includes a self-contained glow shader for neon-style lines and tubes. No bloom, HDR camera, or post-processing is required.
Glow controls include:
- Additive or Alpha Blended mode
- Intensity
- Edge softness
- White-hot core amount
- Gradient-driven glow color
- Automatic glow for 3D tubes
This makes it useful for dark-scene neon effects, futuristic UI, route visualization, magic circles, hologram lines, sci-fi panels, and stylized gameplay indicators.
Floor light spill and real point lights
For stronger scene integration, glowing lines can also create a soft floor wash and optional real-time point lights along the shape.
Supported effects:
- Floor Light Spill for closed shapes or open paths
- Inherited or custom floor glow color
- Adjustable spill intensity and softness
- Optional real Point Lights distributed along the shape
- Light count, range, height, and glow-based intensity controls
This lets a line not only look bright, but visually influence the environment around it.
Navigation paths and trajectory arcs
A shape can become a navigation route with one click using Configure As Path.
Path features include:
- Dashed glowing route setup
- Ground conforming over collider surfaces
- Waypoint markers
- Endpoint dots
- Marker color, size, and lift controls
- Surface lift to prevent z-fighting
- Runtime path APIs for dynamic waypoints
- Ballistic trajectory arc mode
- Optional ground landing point for arcs
Use it for strategy-game routes, RPG movement paths, tower-defense targeting, tactical markers, aiming previews, tutorial arrows, or navigation visualization.
Particle emission from shapes
Any Line output can be baked into a CPU-readable mesh and used as a Particle System emission shape.
Particle workflow:
- Enable Bake Mesh For Particles
- Assign a Particle System
- The generated mesh is automatically fed into the Particle System Shape module
- Particles inherit the shape color
- Works with flat ribbons and 3D tube meshes
Multiple Vector Shape components can share the same Particle System. The tool combines all contributors into one mesh in the particle system's local space.
To keep emission fair, each different component receives its full configured emission amount, and the emission budget is balanced equally across contributing components. This prevents large or dense shapes from unintentionally consuming the entire particle budget.
SVG import and layered shapes
Import .svg files directly into a Vector Shape component.
SVG support includes:
- Import from file
- Reload the last imported source
- Single-element SVG import into the current shape
- Multi-element SVG import as layered child shapes
- Per-layer visibility
- Per-layer color
- Layer reorder controls
- Independent styling per layer
- Glow, dash, and 3D tube support per layer
Multi-element SVGs become a layered shape host, letting you manage all sub-shapes from one inspector while still styling each layer independently.
UI output for Canvas workflows
Vector Shape Tool supports two UI output modes.
Graphic mode creates a live MaskableGraphic mesh on a Canvas. It supports UI masking, raycasting, layout behavior, and works as a drop-in shape graphic for Unity UI.
Raw Image mode rasterizes the shape into a Texture2D inside the RectTransform. It is useful when you want texture-style UI output while still editing the source shape inside Unity.
Both UI modes include automatic RectTransform fitting. Width, height, and anchors are managed by the tool so the shape stays properly framed while you edit it.
Animation and Timeline
Vector Shape Tool is built for animation workflows.
You can:
- Enable Animatable mode
- Keyframe individual point positions
- Keyframe in/out tangents
- Morph between shape presets
- Animate line width
- Animate dash length and gap
- Animate dash density and soft caps
- Animate wave amplitude, wavelength, speed, phase, randomness, and axes
- Blend between VectorShape assets on a dedicated Timeline track
This is useful for morphing icons, animated UI, spell effects, path reveal animations, stylized motion graphics, and shape-based VFX.
Collider and mask outputs
The same shape data can also drive gameplay and rendering support components:
- PolygonCollider2D for filled 2D collision
- EdgeCollider2D for edge-based collision
- SpriteMask for masking SpriteRenderers
Collider paths update automatically when the shape changes.
Production-focused design
The tool is designed to be practical in real projects:
- Reusable buffers
- Version-guarded updates
- Automatic component management
- Proper resource cleanup
- Editor save-guard for particle emission scaling
- Graceful fallbacks when optional targets are missing
- Unity 2020.3 or later support, tested on Unity 6
-Typical Use Cases-
Vector Shape Tool is useful for:
- Custom vector icons inside Unity
- Runtime or editor-authored 2D shapes
- Neon signs and sci-fi lines
- Glowing 3D tubes
- Magic circles and stylized spell effects
- UI panels, masks, indicators, and animated graphics
- Navigation paths and waypoint routes
- Ballistic trajectory previews
- Particle emission from curves and outlines
- SVG-based layered art
- Shape morph animation
- Timeline-driven vector transitions
- 2D colliders based on editable Bezier outlines
Quick Start:
- Add the Vector Shape component to a GameObject.
- Click Create New Shape Asset.
- Choose an output mode such as Renderer, Line, Graphic, Raw Image, Particle, Collider, or Sprite Mask.
- Click Edit Shape.
- Move points and Bezier tangents in the Scene view.
- Style the result using the selected output settings.
For paths, switch to Line output and click Configure As Path.
For particles, enable Bake Mesh For Particles and assign a Particle System.
For UI, place the object under a Canvas or use the built-in Canvas wrapping option.
For SVG art, use Import SVG from the inspector.
Requirements:
- Unity 2020.3 or later
- Tested on Unity 6
- Optional: Unity 2D SpriteShape package for SpriteShape output
Notes:
- The glow shader is self-contained and does not require post-processing.
- Ground conforming requires a Conform Target with colliders.
- UI modes require the object to be under a Canvas.
- SpriteShape output requires adding the VECTOR_TOOL_SPRITESHAPE scripting define after installing Unity's 2D SpriteShape package.
Support:
For questions, bug reports, or feature requests, please contact us through the Unity Asset Store page or leave a review.
From the publisher's Asset Store listing.
Technical details
• 9 core output modes: MeshRenderer, Sprite Renderer, UI Graphic, Raw Image, LineRenderer, ParticleSystem, PolygonCollider2D, EdgeCollider2D, SpriteMask
• Optional SpriteShape output support through Unity's 2D SpriteShape package and scripting define
• Single unified Vector Shape component - one inspector controls shape editing, rendering mode, styling, animation, particles, paths, SVG layers, colliders, and masks
• Shape data embedded directly in the component - no separate shape asset file required for normal use
• Duplicating a GameObject automatically forks its shape into an independent copy - edits never bleed between objects
• Automatic component management - switching output mode adds/removes the required Unity components for the selected mode
• Visual Bezier editing directly in the Scene View with point handles, tangent handles, curve preview, and editable outline display
• Point editing tools: select, multi-select, box-select, move, add, remove, and edit Bezier tangents
• Point modes: Corner, Smooth, and Symmetric
• Full shape transform in edit mode: move, rotate, and scale the entire shape with bounding box handles without affecting the GameObject transform
• Scale from center with Alt/Option modifier, similar to common design tools
• Rotation through inner bounding-box corner zones, with optional 15-degree snapping using Shift
• Dynamic bounding box updates in real time during edit operations
• Grid snapping for precise point placement
• 7 built-in shape presets: Rectangle, Circle, Rounded Rectangle, Triangle, Pentagon, Hexagon, Star
• Reset Shape & Transform option restores the component to a clean default state, including shape, color, output styling, path settings, SVG layers, glow, dash, particles, and transform data
• Full Undo/Redo support in the Unity Editor
• Renderer output generates a mesh for standard world-space rendering with custom materials
• Sprite Renderer output supports 2D sorting workflows while using generated shape geometry
• UI Graphic output uses a live MaskableGraphic mesh on a Canvas, with support for masking, raycasting, layout behavior, and shape color
• UI Raw Image output rasterizes the shape into a Texture2D inside the RectTransform
• UI modes include Canvas validation and a built-in option to wrap the object in a new Canvas when needed
• Auto-managed RectTransform behavior for UI output - width, height, and anchors are controlled by the tool to fit the edited shape
• Raw Image texture resolution control, from low-cost preview sizes up to high-resolution rasterized output
• PolygonCollider2D output generates a filled 2D physics collider from the shape outline
• EdgeCollider2D output generates an edge-based 2D physics path
• SpriteMask output uses the shape as a mask for SpriteRenderer-based workflows
• Line output supports solid color or full UnityEngine.Gradient along the evaluated line path
• Optional gradient loop mode for closed shapes to avoid visible color seams
• Line output supports flat ribbon rendering, camera-facing billboard rendering, and local-plane rendering
• 3D Tube mode sweeps the line path into a real tube mesh with true thickness, visible from all camera angles
• Adjustable tube side count for balancing visual quality and performance
• Built-in self-contained glow shader - no bloom, HDR camera, or post-processing required
• Glow supports Additive and Alpha Blended modes for both dark and bright scenes
• Glow controls include intensity, edge softness, and white-hot core amount
• 3D Tube mode automatically uses the glow material for a neon tube effect
• Ground Glow / Floor Light Spill creates a soft color wash under glowing lines and shapes
• Ground Glow can inherit the line color or use a custom color
• Closed shapes support inner/outer floor glow reach and softness behavior
• Open paths support strip-style floor glow with width, edge softness, and core fill behavior
• Cast Light option places real-time Point Lights along the glowing shape so the line can illuminate nearby scene geometry
• Cast Light controls include light count, intensity multiplier, range, and height offset
• Dashed Line output uses a procedural dash system with no texture required
• Dash Length, Gap Length, Density, Soft Cap, and Dash Flow are adjustable and keyframeable
• Dash Flow supports animated moving dash patterns along the line
• Dash rendering combines with glow, gradient, 3D tube, particles, and path features
• Noise / Wave system creates transverse animated displacement along the line
• Wave controls include Amplitude, Wavelength, Wave Speed, Phase, Random sine-to-Perlin blend, and per-axis displacement
• Wave and noise displacement can affect X, Y, and Z axes for 3D depth effects
• Wave parameters are fully keyframeable
• Adaptive vertex subdivision on Line output automatically increases density near steep wave peaks for smoother curves at high frequency
• Seamless wave closure on closed shapes at any wavelength and Perlin blend value - no visible seam at the join point
• Phase accumulator prevents animation jumps when Wave Speed is keyframed from zero to a non-zero value
• Path configuration mode converts a Line shape into a ready-to-use navigation path setup
• Configure As Path enables tuned dashed glow, ground conforming, markers, and path-specific controls in one action
• Ground conforming drapes the path, edit handles, and markers onto collider surfaces
• Conform controls include target transform, surface lift, ray-up distance, and ray-down distance
• Waypoint markers support rings, endpoint dots, color inheritance, custom color, size, and lift
• Trajectory Arc mode creates a ballistic arc preview instead of a normal waypoint path
• Trajectory arcs support target transform, local target offset, arc height, resolution, and optional ground landing behavior
• Runtime path API supports live waypoint updates, local/world path setting, trajectory target updates, and landing point queries
• Particle Shape baking converts line geometry into a mesh for use as a ParticleSystem emission shape
• Particle baking supports both flat ribbon lines and 3D tube meshes
• ParticleSystem Shape module is automatically wired to the generated mesh at runtime
• Particles inherit the shape color and update live when the shape color changes
• Multiple Vector Shape components can share one ParticleSystem and emit from all shapes combined
• Combined particle emission preserves each component's full configured emission amount
• Per-component emission balancing prevents large or dense shapes from stealing the entire particle budget
• Particle balancing supports Vertex, Edge, and Triangle shape modes
• Editor save-guard restores base ParticleSystem emission values before scene or prefab saving, then reapplies scaled runtime/editor values afterward
• SVG import supports loading .svg files directly into the Vector Shape component
• Reload option re-imports the last remembered SVG source
• Single-element SVG files load into the current component shape
• Multi-element SVG files become layered shapes managed from one host inspector
• SVG layer controls include visibility toggle, color swatch, editable name, reorder buttons, and delete option
• Each SVG layer can have independent color, glow, dash, 3D tube, and normal Vector Shape styling
• Imported SVG colors update live from both the layer list and the embedded layer inspector
• Imported SVGs can be fully cleared using Reset Shape & Transform
• Animation support for individual shape points and Bezier tangents through Unity's Animation window
• Animatable mode exposes point position, incoming tangent, and outgoing tangent properties for keyframing
• Shape morphing supports smooth interpolation between keyframed shapes and presets
• Line properties can be animated directly, including width, dash values, density, soft cap, wave amplitude, wavelength, speed, phase, randomness, and axis settings
• Timeline integration includes a dedicated Vector Shape Track for blending between shape clips
• Supports reusable buffers and version-guarded updates to avoid unnecessary rebuilds
• Zero-allocation mesh rebuild approach for optimized editor and runtime updates
• Proper cleanup of generated resources to avoid memory leaks
• Mobile friendly - designed for minimal CPU/GPU overhead when used responsibly
• Glow shader works without requiring post-processing, making it suitable for lightweight projects and mobile-friendly setups
• Compatible with Built-in Render Pipeline, URP, HDRP, and Custom Render Pipelines
• Supports Unity 2020.3 and later, including Unity 6
• Includes editor warnings and graceful fallbacks for missing Canvas, missing conform
target, particle setup issues, and unsupported optional integrations
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.0.58f2 | Compatible | Compatible | Not listed |
Compatible with Built-in, URP, and HDRP. No pipeline-specific shaders or render features are used - all rendering relies on standard Unity components (MeshRenderer, MaskableGraphic, LineRenderer, ParticleSystem). No extra setup needed when switching pipelines. For URP/HDRP, assign a compatible material to the Renderer output.
As listed on the Asset Store.