ProcedurX update 1.1

Releasing by the end of 2019, update 1.1 brings alot more power to ProcedurX. Procedural meshes are now supported, along textures and PBR materials. Many new operators have been added, including the ability to bake mesh albedo, depth and normals back to a texture.

Usability and interface clarity improvements have also been a big focus for this update, many of which were suggested by users. Thank you!

Patch Notes

Procedural Meshes
  • Procedural Meshes have been added as a new type of procedural asset.
  • New Operators: Duplicate, MeshPicker, MeshTransform, Primitive, Tesselate, VertexDisplacement.
Texture2D Operators
  • BakeMesh has been added. Bakes a mesh into a Texture2D, with given camera settings. Supported modes are Normals, Depth or Texture.
  • GradientMap has been reimplemented with a Texture1D source. Previous implementation is deprecated.
  • Tile has been deprecated, replaced by new Transform operator.
  • Transform: Re-samples texture with a given scale, offset, angle and texture wrap mode.
Texture1D Operators
  • Texture1D has been added as a new type of operator.
  • New Operators: Gradient1D, Slice.
Other Operators
  • Color, float, integer, vector3 and Matrix4x4 have been added as a new types of operators.
  • New Operators: ColorPicker, SampleTexture1D, FloatArithmetic, FloatPicker, IntArithmetic, IntPicker, Vector3Picker, Matrix4x4Picker.
Compute Shader Support

Compute shader support has been added for mesh operators GPU implementations.

Usability and Interface
  • Create operators have been removed from the hierarchy context menu. They must now be created through the ProcedurX editor window.
  • Set up better initial values for several operators.
  • Operator documentation have been added directly to their inspector GUI.
  • All types of procedural assets now come with a basic default graph when created.
  • Added landing page to the ProcedurX editor window with documentation references.
  • Added loading prompts to longer exports and cache initialization.
  • Added hamburger stack menu to the editor window. It offers the same options as the general context menu.
  • Editor Window now has a dark theme, with new color codes for different input/output types.
  • Input/output boxes are now slightly bigger.
  • Added option to enhance drag precision. Scales input boxes when the mouse gets near them. When dragging a link, only the valid input/outputs will be affected.
  • When dragging a link, every non-valid destination is desaturated, to quickly identify where it can be connected.
  • When initiating a drag, the source operator is automatically selected.
Bug fixes
  • Fixed an issue where deleting cache would re-initialize some operators.
  • Excluded generated images from the package, to keep the size more reasonnable.

ProcedurX v1.0 is live!

After several months of work, the first version of ProcedurX went live on the Unity Asset Store. It’s an editor extension that brings procedural textures and materials to the Unity Editor, as if it was a built in feature. I am so glad to share with everyone my latest project, and I can’t wait to expand upon it.

ProcedurX offers a node-based, non destructive workflow, similar to popular tools such as Substance Designer or Houdini, but directly integrated to Unity, and at a much more affordable price point. The PBR materials generated are plug-and-play with Unity’s standard PBR shaders.

Although no codding is required to use the tool, the high quality code base is included with the package, allowing you to add your own operators.

The asset can be purchased on the asset store, over here. For more info, please visit the product page.