SuraFix Mesh Atlas Fusion - Texture Atlas Packing & Mesh Optimization View on Asset Store (opens in new tab)

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1.0
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6000.3.10 or later
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SuraFix Mesh Atlas Fusion - Texture Atlas Packing & Mesh Optimization

by SuraFix Game Studio (opens in new tab)

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Combines scattered meshes into single atlas-textured prefabs, auto-split by LOD — a custom packer that never drops a texture. Manual or grid-based batch processing across whole scenes.

Price $59.99

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Price history for SuraFix Mesh Atlas Fusion - Texture Atlas Packing & Mesh Optimization, 6 months Current $59.99; lowest $59.99; highest $59.99 in this period. $0 $50 $100 21 Sep 5 Oct 19 Oct 2 Nov

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SuraFix Mesh Atlas Fusion - Texture Atlas Packing & Mesh Optimization screenshot 1

SuraFix Mesh Atlas Fusion - Texture Atlas Packing & Mesh Optimization screenshot 1

About this asset

SuraFix MeshAtlasFusion

Turn dozens of draw calls into one.

Combine any number of meshes into a single, atlas-textured prefab — with a grid-based batch workflow and automatic splitting by LOD level. What used to be a dozen draw calls becomes one.

Most mesh-combining tools either drop textures that don't fit the atlas, or squash tiled materials into a blurry mess. SuraFix MeshAtlasFusion doesn't: its own shelf-packing algorithm shrinks slot sizes until every texture fits — nothing gets dropped — and tiled materials (walls, floors) are polygon-clipped along their tile boundaries so they stay sharp in the atlas instead of stretched.

Two workflows, one window: manually combine a single hand-grouped object set, or run a full grid batch across an entire scene — hundreds of groups baked in one pass, with Unity's reimport deferred until the very end so it doesn't slow you down group by group.

Features

  • NEW: LOD-Auto-Split — automatically detects LODGroup components and builds a separate combined, atlas-textured prefab per LOD level.
  • Custom shelf-packing atlas algorithm — never drops a texture, shrinks slot size instead.
  • UV tile-splitting for tiled materials (walls, floors) — polygon-clipped per tile instead of stretched.
  • Normal map rebaking into a matching normal atlas, with optional Lightmap UV2 generation.
  • Grid-based batch workflow for combining scattered scene objects (vegetation, props, spawn objects) at scale.
  • Manual workflow for hand-grouped object sets, with per-LOD-group baking.
  • Batch reimport optimization — bakes 5 or 500 groups with a single asset reimport at the end.
  • Per-slot tiling/offset overrides before baking, to fix stretched textures on individual renderers.
  • Interior Volumes — strip interior triangles that become permanently hidden after combining.
  • Atlas Debug Viewer — opens after every bake, shows which mesh uses which atlas slot, with click-to-highlight and direct atlas retouching. In automatic/batch runs, it lists every baked object individually, and lets you swap out the entire source texture behind an atlas slot — not just repaint pixels within it.
  • Collider Grouper — group all root objects inside any collider shape, independent of the grid workflow.
  • Missing Script Cleaner — standalone tool to find and remove missing script references in the active scene.
  • Editor-only baking — all texture work happens at build time in the editor, zero runtime cost in the game.
  • Compatible with Built-in, URP, and HDRP.

Documentation: https://surafixstudio.de.cool/?page=surafix-meshatlasfusion

Discord: https://discord.gg/NWd7M7gHd4

From the publisher's Asset Store listing.

Technical details

  • Combines any number of meshes into a single, atlas-textured prefab.
  • Custom shelf-packing atlas algorithm — never drops a texture, shrinks slot size instead.
  • UV tile-splitting for tiled materials (walls, floors) — polygon-clipped per tile instead of stretched.
  • Normal map rebaking into a matching normal atlas, with optional Lightmap UV2 generation.
  • LOD-Auto-Split — automatically detects LODGroup components and builds a separate combined prefab per LOD level.
  • Grid-based batch workflow for combining scattered scene objects at scale.
  • Manual workflow for hand-grouped object sets, with per-LOD-group baking.
  • Batch reimport optimization — bakes 5 or 500 groups with a single asset reimport at the end.
  • Per-slot tiling/offset overrides before baking.
  • Interior Volumes — strip interior triangles hidden after combining.
  • Atlas Debug Viewer with per-object batch list and full texture swap per slot.
  • Collider Grouper and Missing Script Cleaner included as standalone tools.
  • Editor-only — all processing happens at build time, zero runtime cost.
  • Compatible with Built-in, URP, and HDRP.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.3.10f1 Compatible Compatible Compatible

As listed on the Asset Store.