ComposIT™ MIX
Professional In-Engine texturing toolkit
Create great complex materials and textures within Unity Editor in a minutes!
Have some models but you don't want spend much time on texturing?
So, this extension is your key to success!
CIT™ MIX is a professional solution for In-Engine texturing
With MIX you can build brand new materials from scratch using existing textures, grunge maps, masks and materials in a few minutes
Just imagine final result, prepare some resources and start creation
CUSTOM SHADERS SUPPORT
MIX supports any of your custom shader!
All what you need to do - it's open Preset Tool and follow instructions to create preset that allows MIX to use your custom shaders as layer materials
LAYER-BASED WORKFLOW
Flexible, non-destructive layer-based workflow
Compact and simple to edit
No more giant node trees, just simple sort-able stack
INTEGRATED MATERIAL INSPECTOR
Material inspector allows you to change layer materials on the go
Don't like how is your layer looks like? Just double-click on it and easily adjust your material
FULL BLENDING CONTROL
Adjust mask settings, color and normal maps blending modes
Choose blending properties for each layer
POWERFUL PREVIEW
Full control of what are you doing
Check entire material or each texture one-by-one
Make adjustments and preview them on final texture or material
STUNNING USER EXPERIENCE
Simple.
Intuitive.
Laconic.
MEDIA
RESOURCES
QUICK START GUIDE
SYSTEM REQUIREMENTS
- OS: Windows 7 SP1+, 8, 10; Mac OS X 10.8+
- GPU: Graphics card with DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
UNITY SETUP
- For proper work, set Linear color space for your Unity-project: Edit > Project settings > Player > Other Settings > Color Space
- Please, do not change hierarchy of main folder and do not move it to subfolders
USER INTERFACE
- START PAGE
- List of all projects
- "New project" button: navigates to project setup page
- "Preset tool" button: opens preset tool window, where you can create your own presets for custom shaders
- EDITOR PAGE:
- Layer panel: here you can find all created layers, add/remove them, change order.
- Areas panel: contains area masks
- Properties panel: displays currently selected layer's properties
- Project panel: contains settings to control project rendering and output material inspector
- Preview panel (can be hidden by clicking toggle in top-right corner): displays material/mesh/textures with real-time changes
- TOOLBAR
- Save: saves current project and render all maps to textures
- Build: renders maps in high resolution
- Export: bake all maps and saves them to selected folder
- Close: close current project
PROJECT CREATION
- To start working click: Window > ComposIT > Material Editor
- To create new project click NEW PROJECT button on start page
- Type the name of new project
- Select preset
- Set project path
- Select build and realtime resolution
- Click CREATE button to finish project setup
- Select your project from list
LAYER-BASED WORKFLOW
Newly created project always has the Base Layer that can't be deleted.
To create new layer click on the plus (+) button of the layer that should be under new layer.
You can manage next layer settings on Properties tab:
- Material scale
- Mask properties:
- Channel: you can use channel that contains needed information
- Scale
- Invert
- Balance
- Contrast
- Maps that should be rendered from the current layer
- Blend modes for textures
Layer-based workflow allows you to enable/disable layers and create big amount of material variations
AREA-MASKING
Area-masking allows you to define some specific areas on your model, that differ, for example, by their materials
To define areas, follow this steps:
- Open ComposIT editor
- Load your project
- Go to the Areas tab
- Click the plus button (+) in the bottom right corner of the panel
- Select the texture
To use area with layer, follow next steps:
- Switch to the Layers tab
- Find layer that you need, and select area from the layer's popup
PRESET TOOL
Using preset tool you can prepare your custom shader to use it in MIX editor.
To create preset:
- Open preset tool: from menu Window > ComposIT > Preset Tool or from ComposIT Editor's start page
- Select your shader from drop-down list
- Click Next button
- Select shader properties that should be used in MIX (blended with other)
- Specify type of shader program (fragment/surface) and main shader function (e.g. surf or frag)
- Specify default UV coordinates that you using in your shader (e.g. i.uv0 or IN.uv_MainTex)
- Click Process button
- Specify new shader name, preset name and preset path
- Click create preset button
To use created presets in your projects, create new project and from Preset drop-down select your preset.