This vine decal asset pack was designed with modularity in mind, making it very easy to combine any of the decals together to make unique variations which can be customized to fit into any environment. It goes without saying that the marketplace needed some practical ivy assets for conscientious game developers, and the balance between functionality and quality for most aspiring environment artists can start with PureMaterials.
For people who like using custom content, it's easy to create and import your own bark texture sets for use with this material with little effort, but the leaf texture sets will require some additional effort since they utilize ColorMasks.
- Bark texture sets include two images. One normal, and one RGBA texture with the bark mask in the alpha channel and desaturated texture detail in the RGB channels. If you do not desaturate the texture details on image export, simply go into the decal master material and add an exposed constant with a desaturation node right after the texture parameter. If you are not using a custom ivy texture set with this, turn off all ivy texture inputs in the instance.
- Leaf texture sets are identical to the above, with the addition of a ColorMask texture. If you are sourcing textures from images, this will be difficult to make since each channel (R,G,B) uses a unique mask that layers the leaves on top of each other. If you don't want a ColorMask, just import the leaf RGBA texture with existing color information. Alternatively, overlaying leaf decals (with bark textures disabled) wherever needed could also work.
Also, if you want the alpha masks to have controlled edge fading like in Customizable Puddles and Customizable Grunge, the functionality exists but is turned off by default for hard mask edges instead. Turning this back on is simple and I explain how in the Overview map.