• Hi Guest!

    We have posted a new VaM2 dev log on Patreon, starting a monthly cadence of written progress updates between Beta releases. Highlights include the new Gizmos System, Selection Carousel, and Modes System with Context-Specific Editing. Beta1.2 is 15 of 21 items complete.

    Read the full post on Patreon, or follow progress on the public Trello roadmap.

The main feature of this script is that you can finally apply external texture maps and multiple decals on every material slot of your CUA.
You can load them directly from your custom directory or any var file containing jpg/png files.

It also includes Unity Asset Multi-Vamifier functionality, with a working material specific color picker.

Additionally there is a smart preset save/load feature, which filters for the right prefab. You can share preset packs with textures, for every CUA!

VaM-2026-05-09-00-19-44.jpg


Overview:

- Standard Vamifier Integration: Includes the full set of Vamifier lighting sliders (Specular Intensity, Sharpness, Fresnel, IBL, etc.) to quickly dial in your prop's look without needing a separate script.
- Texture & Decal Browsing: Easily load local .jpg or .png files for Diffuse, Normal, Specular, Gloss and Decal slots.
- Per-Material Targeting: Scan and select specific materials from multi-part prefabs via a simple dropdown menu to edit them independently.
- Advanced control: Edit texture alignment, scaling and rotation with dedicated sliders for every texture map.
- Smart Preset Sorting: Presets are automatically organized into subfolders based on the prefab name, so your "Bed" presets never get mixed up with your "Table" presets.
- Universal material presets: They can be loaded to every prefab material and are categorized in a universal folder.
- State Persistence: Plugin settings and textures stay saved with scene load.
- Multiple Decal support: Stamp multiple decals on your material slots of your prefab (all saved in presets). Export them on a canvas as PNG.
- Emission effect support: Emission glow requires Macgruber's Postmagic bloom effect.
- Fix missing backside feature: Some prefab materials have a invisible see-through backside, this features clones the front and copies it to the back.

Known limitations:

- Using it on whole environments with many materials could lead to unexpected results, due to different shader behavior.
- Some material UV maps do not work well with the new decal system. Version 4 will come with an alternative mode toggle.


Credits to NoStage3 & ClockwiseSilver for UnityAssetVamifier, PluginIdea for CUAMatManager, Chokaphi for multiple decal support, Blazedust for Emissive effects and MacGruber for Postmagic bloom.
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Latest updates

  1. V4: Decal Opacity slider and alternative decal mode for certain UV cases.

    - Added opacity slider for decals. - Added Alternative Decal mode, use it if decals start...
  2. V3: Bug fix and exciting new features (stamp multiple decals, add missing backsides, scale & rotate)

    - New Decal System: Add multiple decals on your material slots of your CUA (all saved in...
  3. V2: Fixed universal resets and other UI bugs.

    - Renamed universal presets to universal material preset. They now correctly apply to the...

Latest reviews

Positive
Version: 4
Very helpful. Thank you. 🙏
kante3d
kante3d
Thank u so much for your review and support! ^^
Upvote 0
Positive
Version: 1
Posted:
this is so insanely cool, I love it! Do you think it would be possible to add an option for a double-sided shader? Sometimes there are assets that are ruined because they are only one-sided.
kante3d
kante3d
Thanks for your feedback. I'll look into it!
Upvote 1
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