USER GUIDE : https://sylvl.gitbook.io/untitled/guide/using-the-master-surfaces-shaders-introduction
FREE DEMO (On ArtStation) : https://www.artstation.com/a/13518398
Extract the archive content in the Content folder of your Project.
These master materials shaders have been made from the ground up to be a easy to use and optimzed way to apply all sorts of materials to your objects, without ever having to use nodes.
What is unchecked isn't computed. The shader is more or less heavy according to what's enabled !
Includes a specific UE5.0 Preset for Nanite Meshes.
It's just check what you need, choose your textures, and if needed use a suite of options directly in the material instances to fine-tune the look of your material. They have been made to be very versatile, and should be enough for the huge majority of your props and surfaces.
Contains fully integrated features like Material Layers, RGBA Vertex Painting w/ Individual Channels Control, Triplanar(Planar) Mapping, Random value offsets, Parallax Occlusion Mapping / World Position Offset (w/ Wind Support), and more :
Basic Options in the shader includes :
--- Alpha of Base Color to Opacity Mask/Map
--- UV Breaking (Anti-Tiling) Features
--- Dynamic Ambient Occlusion Features
(Allows to use Occlusion with non-baked meshes by darkening Color and Specular)
--- Runtime Virtual Texturing Blending w/ Landscape
(Allows to blend the shader with a Landscape material for better transition)
--- Full Material Layer Support
--- Toggleable Map Support
- Base Color*
- Normal
- Specular*
- Roughness* (Glossiness if reversed, using the gradient map Grayscale map adjustements)
- Metallic*
- Ambient Occlusion
- SSS
- Opacity Mask
- Emissive
- Anisotropy & Tangent
- Clear Coat
- Opacity*, Refraction* for the TRANSLUCENT variant
- Tesselation Force, Distance, Displacement Map for the TESSELATED variant.
*If disabled, uses a changeable uniform value
--- Global UV Scaling
--- Triplanar Mapping
- Smoothness of the transition
- Toggleable Sides to Render (X,Y,Z) to save performance
--- Packed "ORM" Map Support (For UE4 Packed Textures coming from Substance, or recomposed manually.)
--- World Position Offset
- Inflate vertices
- XYZ Offset
- Wind Effects & Settings
- Heightmap Masking
--- Parallax Occlusion Mapping (Applies on all Color Maps)
- Heightmap & Min, Max Steps, Height control
Advanced Features in the shader includes :
--- Individual Color/Grayscale Map Adjustements
- Color : Hue Shift, Contrast, Luminosity, Saturation, Tint, Gradient Map
- Grayscale : Contrast, Luminosity, Gradient Map
Includes a global or individual Mask to apply these corrections on some parts of the map only.
--- Vertex Painting (4 Channels / RGBA)
- Standard or Height-Based
- Allows enabling/disabling individual channels per layer
- Layer Opacity
- Per channel World Position Offset and Parallax Occlusion Mapping support
(Plus Opacity and IOR in the Translucent Version, Displacement map in the Tessellated version)
- Supports "ORM" Packed Textures for each RGBA channel
- Triplanar Mapping mode supported for Vertex Painting (independently of the global Triplanar mode)
- UV Scale, Maps adjustement options for VP maps
--- Variance Features
- Random UV Translate
- Random Masks map adjustements UV Position
- Random World Position Offset multiplier
- Random Normal Flatness
- Random Base Color Offset (by Tinting or standard Color Overlay, either from nothing to a standard color/random color on each R G B channel (see video for more precisions) & Luminosity, Saturation Offset options
- Random Metal/Roughness Offset
Allows the use of a mask for the Grayscale/Color offset values.
--- Visual Effects
- Global Fresnel (on Color and/or Emissive)
- Allows the use of a fresnel normal, mask, mask panner (Base color and Emissive Fresnel channels are independent.)
- Global Panner
- Pixel Depth Offset (requires the mesh to have "cast shadows" disabled.
--- Manual Cubemap Reflection w/ Opacity Setting