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


GET IT NOW ON ASSET STORE



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

Custom shaders support

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:
    1. Channel: you can use channel that contains needed information
    2. Scale
    3. Invert
    4. Balance
    5. 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.


SUPPORT


If you have any questions or suggestions you can fill in the feedback form right here.

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