π₯ Key Features
- Runtime damage painting on Skinned Mesh Renderers
- Impact-driven workflow (raycasts, projectiles, melee hits)
- Stamp / Decal Mode β project textures (bullet holes, blood, logos) using alpha masking
- Damage Mode β fast circular damage accumulation (radius + intensity)
- High-quality runtime stamps, crisp even at close range
- Multi-part character support (propagates hits across head, torso, arms)
- Click-to-paint directly in Play Mode
- Optional fading system for damage and decals
- Supports Auto / UV0 / UV1 layouts
- URP & HDRP compatible rendering
π¦ Whatβs Included
- Core runtime components: SkinnedDamageReceiver, SkinnedDamagePainter
- Example shaders and materials
- Demo content: URP demo scene, HDRP demo scene, raycast/projectile/impact patterns
- Sample scripts for click-to-paint testing
π― Typical Use Cases
- Shooters β bullet holes, scorch marks, blood impacts
- Melee combat β scratches, bruises, slashes
- Survival & exploration β dirt, grime, wetness effects
- Character customization β runtime tattoos, logos, markings
βοΈ How It Works (High Level)
- Add SkinnedDamageReceiver to skinned meshes
- Assign Skinned Mesh Renderer and damage material or stamp texture
- Call ApplyHit() from hit detection logic
- Damage and stamps propagate naturally in world space
β οΈ Requirements & Notes
- Characters must have colliders to receive raycast/projectile hits
- Overlapping UVs may cause mirrored effects
- Works best with clean, non-overlapping UVs
- Performance scales with damage texture resolution and number of active stamps