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    Introduction to the Texture Maker sample

    About the sample

    Texture Maker sample demonstrates how to build a Unity Graph Toolkit graph tool where the graph asset works with a Scripted Importer rather than using Unity's built-in .asset files. The sample features a basic texture generation graph tool to showcase these concepts.

    Learn how to:

    • Create a new graph tool with Graph Toolkit
    • Implement a custom graph asset using Scripted Importers
    • Design and build custom nodes
    • Override the OnGraphChanged method to display errors and warnings directly in the graph editor
    Note

    This sample serves as a learning resource only and lacks the features of a production texture creation tool. The architecture prioritizes clarity and educational value over comprehensive functionality.

    About the Texture Maker graph tool

    Texture Maker lets you create textures through a node-based graph interface.

    Screenshot of the Texture Maker graph tool.

    The tool contains three types of nodes:

    • Uniform nodes - Produce the corresponding uniform texture when you select a color,
    • MeanColor nodes - Compute the mean color of the input textures,
    • CreateTexture nodes - Serve as the final point in the texture graph, where the texture is computed and evaluated.

    Texture Maker graph asset contains a texture, which means that you can drag it onto a scene object to apply it.

    A graph supports only one CreateTexture node. Additional CreateTexture nodes trigger warning flags, and only the first one functions.

    Here's a first simple task to get you started:

    • Add a passthrough node to the graph. This node can take a texture as input and output the same texture.

    And here are some ideas for extending this sample and getting more familiar with Graph Toolkit:

    • Add more nodes to the graph, such as a clamp node, noise node, or a gradient node,
    • Allow the user to change the texture resolution,
    • Add basic math nodes to the graph, such as add, subtract, multiply, and divide,
    • Instead of picking the first CreateTexture node, check the first CreateTexture node that is connected to an evaluable node.
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