EQ VAT Lab — Vertex Animation Texture Baker & Player (URP)
Compatibility ... Sprite — and plays it back with no SideFX shadergraphs required. ... explains why.) Runtime control without material clones. Per-instance playback controllers
by EQLabs
Price History +
Feature bullets
- Bone, Vertex, Alembic, Sprite (Shuriken) and VFX Graph Sprite bakers
- Houdini VAT 3.0 import (SoftBody / RigidBody / Fluid / Particle Sprite) with
.mat companion auto-detect — no SideFX shadergraphs needed - URP master shaders with hand-authored MotionVectors passes (TAA/DLSS/TSR-correct)
- Per-instance runtime playback controllers via MaterialPropertyBlock
- Runtime socket tracker for attachments on GPU-skinned characters
- Import Wizard with texture validation + one-click auto-fix
- Bake quality profiles (Preview / Production / Cinematic / Mobile) with
texture-memory budgeting and per-bake reports - Self-building demo scene — zero bundled art, zero import bloat (~160 KB package)
- Full C# + shader source included
Compatibility
2022.3 LTS (2022.3.62)✅
Unity 6.0 (6000.0.73 )✅
Unity 6.3 LTS (6000.3.14) ✅
Unity 6.4 (6000.4.8 )✅
Unity 6.5 (6000.5.9) ✅
Render pipeline: URP only (URP 14 on 2022.3, URP 17 on Unity 6). HDRP and
Built-In are on the roadmap.
Turn animation into textures. Turn textures into crowds.
EQ VAT Lab bakes per-vertex animation data (positions, rotations, normals)
into floating-point textures that a vertex shader samples at runtime. CPU
skinning and Animator evaluation disappear; what remains is a static mesh, a
couple of textures, and GPU-speed playback — the technique behind massive
crowds, large-scale destruction, and replayable VFX.
Five bakers, one wizard, one click.
- textures; linear blend skinning runs entirely on the GPU.Bone VAT — SkinnedMeshRenderer + AnimationClip → compact per-bone
- muscle, any deformation.Vertex VAT — the same inputs, captured as per-vertex offsets: cloth,
- stability.Alembic VAT — bake AlembicStreamPlayer caches (Houdini, Marvelous
Designer); delta or absolute encoding chosen automatically from topology - grids with stable per-particle identity.Sprite VAT — bake Shuriken particle systems to camera-facing billboard
- output-event bridge.VFX Graph Sprite VAT — capture VFX Graph particles through an explicit
Houdini VAT 3.0 import. Point the Import Wizard at a SideFX VAT 3.0 export
folder: it reads the .mat companion metadata (bounds, FPS, frame count),
wires the right EQVAT URP shader — SoftBody, RigidBody, Fluid, or Particle
Sprite — and plays it back with no SideFX shadergraphs required.
Built for temporal anti-aliasing. Every master shader ships a hand-authored
MotionVectors pass that reconstructs deformation motion, so VAT meshes do not
ghost or smear under TAA / DLSS / TSR. (One documented exception: fluid caches
with changing topology write zero deformation motion by design — the manual
explains why.)
Runtime control without material clones. Per-instance playback controllers
drive frame, speed, loop, one-shot, clip ranges, random start frames and
completion events through MaterialPropertyBlocks — a whole crowd de-syncs on
one shared material. A socket tracker keeps a weapon in a baked character's
hand, GPU skinning and all.
A demo that builds itself. The included scene ships empty and tiny: press
Build Demo and it constructs procedural sources, bakes them with the real
bakers on your machine, and places a de-synced Bone VAT crowd, a Vertex VAT
banner, and a Sprite VAT fountain. No third-party art, no license baggage —
you watch the tool do its actual job in your own project within a minute of
import.
Honest engineering throughout. Texture validation with auto-fix (Point
filter / linear / no mips / clamp), bake quality profiles with texture-memory
budgets, per-bake reports, deterministic outputs to a folder outside the
package so reinstalls never eat your bakes.