SurfaceSmith OFFICIAL SALE

Large objects often force a compromise between soft surface detail and enormous baked texture sets. SurfaceSmith gives you another option.


Use the PBR materials you already own to create rich, reusable layered surfaces directly inside Unity. Combine materials such as paint, metal, rust, dirt, plaster, stone, wood, or wear, then use model-specific RGBA masks to control exactly where each surface appears.

Because SurfaceSmith layers tileable PBR materials across your model, fine surface detail remains sharp—even on large props, machinery, vehicles, architecture, and environment assets where a single traditionally baked 4K texture can quickly lose clarity.


Work non-destructively and preview changes directly on selected Scene objects. Adjust tiling, UV or World Triplanar mapping, layer order, mask falloff, tint, normal strength, metallic, smoothness, emission, and more.


Keep the result as a live, editable layered material, or bake production-ready textures and materials for Unity’s Built-in Render Pipeline, Universal Render Pipeline, or High Definition Render Pipeline.


Reusable Surface Definitions can be shared across multiple objects. Instead of creating a separate high-resolution texture set for every asset, the same tileable surfaces can be combined with different masks and recipes. This can reduce texture duplication, project size, build size, and texture memory.


Key features:

  • Create layered materials from your existing PBR texture sets
  • Use one complete PBR base surface with up to 20 ordered masked layers
  • Control surface placement with model-specific RGBA masks
  • Maintain crisp, high-resolution detail through material tiling
  • Use UV or World Triplanar mapping
  • Preview and refine materials directly inside Unity
  • Keep materials live and editable or bake production-ready assets
  • Generate materials for Built-in, URP, and HDRP
  • Reuse Surface Definitions across multiple models
  • Save non-destructive recipes for easy editing and rebaking

SurfaceSmith is designed for Unity 6 and automatically detects the active Built-in, URP, or HDRP render pipeline.