High-performance GPU-driven animation system for Unity. Transform your animations into textures and achieve massive performance gains with DOTS/Burst or in standard scenes with a simple MonoBehaviour.
Revolutionary animation system built for modern game development
Offload animation processing to the GPU. Achieve thousands of animated characters with minimal CPU overhead using vertex animation textures.
Bake prefabs with VATAnimationAuthoring for DOTS/Entities and SubScenes. Burst-compiled systems and GPU instancing — ideal for thousands of animated entities.
NEW: bake prefabs with VATAnimationController for standard scenes. No ECS, no SubScenes — just drag the prefab in, pick a clip, and play.
Real vertex-shader blending between clips using _AnimBlend. Configurable, buttery-smooth transitions (the Mono path blends in-shader, unlike the ECS hard-switch).
Works with any 3D software. Export animations from Blender, Maya, or Max, and bake them into textures automatically.
All animation data stored in compact RGBAHalf textures. Cache-friendly, and perfect for streaming and dynamic loading.
Optimized shaders for the Universal Render Pipeline and the classic render pipeline. The baker auto-selects the right shader for your active pipeline.
Watch how VAT_Baker transforms your animation workflow
► VAT_Baker Overview - Complete System Walkthrough
► VAT_Baker Tutorial - Getting Started Guide
VAT_Baker in action
VAT_Baker is a professional-grade Vertex Animation Textures system designed for Unity developers who demand performance.
Convert traditional bone-based animations into GPU-friendly textures. Each pixel Stores vertex positions and normals for every frame, enabling the GPU to animate meshes directly—bypassing the CPU entirely.
Whether you're building a mobile game with hundreds of units or a AAA project with massive crowds, VAT_Baker scales to meet your needs while maintaining silky-smooth framerates. Works with ECS/Burst or the new no-DOTS MonoBehaviour workflow, on URP and Built-in Render Pipeline.
New in v1.1: MonoBehaviour baking, real vertex-shader crossfades, Built-in Render Pipeline shader, automatic clip detection, and correct bake for scaled/non-uniform hierarchies.
Performance Gain
Animated Units
CPU Overhead
FPS Guaranteed
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