The Vertex Thickness Generator is an editor tool for Unity that calculates per-vertex mesh thickness. This value can be used in various calculations and effects, such as translucent and subsurface scattering shaders, soft-body simulation, and more. The calculated thickness is a grayscale value between 0 and 1, where 0 represents the minimum mesh thickness and 1 represents the maximum. The thickness is calculated per-vertex and can be saved inside any mesh vertex buffer (uv0-uv7, normal, tangent, or vertex color).
The tool supports Unity versions 2019.4, 2020.3, 2021.3, 2022.3, and 6000.0, as well as the Built-in, Universal (URP), and High Definition (HDRP) render pipelines. The source code is included, and the asset is also available in the Amazing Tools Bundle.
Note that the calculation speed and quality of the mesh thickness depend on the mesh vertex count. The tool includes a Preview shader for rendering the baked data, but it is up to the user to create and set up custom shaders for reading the baked thickness from a mesh and rendering it according to their requirements. The package does not include any shaders or files used in the promo screenshots.
The tool calculates per-vertex mesh thickness based on the Colin Barre-Brisebois GDC 2011 talk. The calculated thickness is a grayscale value in the range of [0, 1]. The tool supports saving the thickness inside any mesh vertex buffer (uv0-uv7, normal, tangent, or vertex color).





