Assets explained
What is an asset?
An asset is a specific, objectified concept in the game that can be highly detailed like a blade of grass, or larger like a building, or intangible like sound effects. Unity defines an asset as, "Shorthand for anything that goes into a video game โ characters, objects, sound effects, maps, environments, etc." Every asset is defined in a set of normalized asset files that describe its relationship to the game, other assets, and itself.
Visual Asset-Related File Formats
The following list contains file formats that are used to compose visual assets such as vehicles and weapons.
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MESH
3d models
XBM
2d textures
ENT (entity)
Parent file for most visual assets which is directly linked by the Tweak DB
APP (appearance)
Sets up appearances for assets such as NPCs and vehicles referenced by entity files
MT (material template)
Base shader files for REDengine
MI (material instance)
Instanced shaders for mesh materials
MLMASK (multilayered mask)
Mask component of the Multilayer supershader
MLSETUP (multilayered setup)
Material setup component of the Multilayer supershader
MLTEMPLATE (multilayered template)
Pre-defined tiling surface component of the Multilayer supershader
HP (hair profile)
Color ramp data to set colors for meshes using the hair shader
Visual Asset Graphs
Vehicles
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