Master Surfaces Shaders [2.0 Rewrite Update]

Master Surfaces Shaders is a suite of simple shaders to apply optimized Materials on your objects and surfaces.

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Description

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

*If disabled, uses a changeable uniform value

— Global UV Scaling

— Triplanar Mapping

— Packed “ORM” Map Support (For UE4 Packed Textures coming from Substance, or recomposed manually.)

— World Position Offset

— Parallax Occlusion Mapping (Applies on all Color Maps)

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)

— Variance Features

Allows the use of a mask for the Grayscale/Color offset values.

— Visual Effects

– Global Fresnel (on Color and/or Emissive)

– Global Panner

– Pixel Depth Offset (requires the mesh to have “cast shadows” disabled.

— Manual Cubemap Reflection w/ Opacity Setting

Technical Details

USER GUIDE : https://sylvl.gitbook.io/untitled/guide/using-the-master-surfaces-shaders-introduction

VIDEO GUIDES

Part 1 – Basics : https://vimeo.com/648558040

Part 2 : Advanced Features : https://vimeo.com/648574116

Be sure to watch those before buying, to see if these shaders can suit your needs !

Supported Engine Versions

4.26 – 4.27, 5.0 – 5.3