Hey everyone—I’ve released VFX Mesh Lab, a free and open-source Unity editor tool for building specialized VFX meshes without leaving Unity.

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