Unity Lab / Gembench
Materials · Vertex Colour

Gembench

A gem-cutter's bench in a stone-walled workshop nook at dusk: turn the rough stone under a warm brass lamp and hold the lap wheel to grind each facet in turn, watching the stone's true colour reveal itself. The materials probe rides in the tray beside it: five display gems share ONE material and get their distinct colour purely from per-instance mesh vertex colour, read by the lab's hand-authored Lab/Foliage shader (URP's own Lit shader reads neither vertex colour nor time, established by the previous piece, millrace) rather than from five separate materials - the first time that shader has carried a small close-range hero prop instead of terrain or foliage. A sixth control gem uses a real per-material colour so the comparison has a known-good baseline.

AI concept painting
1 · AI concept
Concept prompt

A gem-cutter's workshop nook at dusk: a heavy walnut wooden bench holds a rough gemstone mounted on a dop stick over a small motorized lapidary wheel, one articulated brass lamp with a loupe arm casts a tight warm pool of light on the stone, a velvet wine-red tray beside it holds five faceted cut gems in ruby red, sapphire blue, emerald green, citrine gold and amethyst purple that catch the light, brass tweezers and a small scale rest nearby, warm stone wall behind with a small deep-set arched window showing a dusk violet-blue sky fading to an amber horizon over rooftops, dust motes drifting in the lamp beam, high-end stylized 3D game render, no text, no watermark, no UI

Blender studio render
2 · Blender render (code-modeled)
A/D rotate the stone · HOLD SPACE to grind · E inspect · R remount Open fullscreen ↗
Made by AI, compiled by the real Unity 6 engine. Materials probe, measured honestly rather than assumed: a small camera the piece owns (never shown to the player) samples the ruby display gem, coloured only through per-instance mesh vertex colour on a shared Lab/Foliage material, against a control gem coloured the ordinary way, a real per-material colour. Reproduced twice with the measurement instrument held still (an earlier pass let the gems idle-spin before sampling and the reading changed frame to frame - not a real result): probe rgb(0.354, 0.276, 0.193) vs control rgb(0.188, 0.195, 0.146), which does not clear the bar for "the vertex colour is clearly steering the hue" here, on a small close-range faceted prop, the way it visibly does on millrace's terrain and foliage. The piece does not hide that: the HUD reports the verdict live, and rather than ship five gems the wrong colour, it falls back to a real material clone per gem the instant the probe disagrees with itself, which is why the tray still shows five distinct colours plus the control. The hero mechanic doesn't depend on the probe either way - turn the rough stone under the lamp and grind each facet in turn to watch it take a true colour and a mirror polish.