VFX Mesh Lab — free Unity editor tool for VFX-ready meshes

Hey everyone—I’ve released VFX Mesh Lab, a free and open-source Unity editor tool for building specialized VFX meshes without leaving Unity.
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A couple of months ago, I released VFX Texture Lab for quick texture operations inside the editor. While working on that project, I kept noticing a similar interruption with meshes: leaving Unity for every small slash, shockwave, ribbon, card, or shader-data adjustment.

This tool is focused on that part of the workflow.

Main features:

  • 14 procedural base shapes
  • Seven VFX-oriented starting templates
  • Curve-driven shape controls and ordered modifiers
  • Specialized Arc controls for tapered and mirrored slash shells
  • UV projections and transforms
  • Vertex colors and packed Vector4 data in UV1, UV2, and UV3
  • Preview modes for UVs, normals, topology, wireframe, vertex colors, and backfaces
  • Reusable recipe presets
  • Native Unity Mesh output
  • Reference-preserving updates for existing standalone Mesh assets

It is intentionally not a replacement for Blender, Houdini, or another full modeling package. The goal is to make small, frequent VFX mesh iterations faster and easier to inspect.

The generator is editor-only. Generated assets are standard Unity meshes and have no runtime package dependency.

Current requirements: Unity 6+ and URP.

Repo and installation:

I’d especially value feedback on three things:

  1. Which VFX-specific shape is still missing?
  2. What data do you regularly pack into vertex colors or UV channels?
  3. What would prevent you from using this in production?