PRISM Surface HDRP - Procedural Rendering & Integrated Surface Materials OFFICIAL SALE

PRISM Surface is a Unity 6 HDRP surface-authoring toolkit designed to help environment artists break visible repetition, migrate existing materials into the PRISM workflow, and add controlled surface detail without manually placing every mark.


Combine material authoring, material conversion, surface variation, anti-tiling workflows, and procedural detail placement in one focused Unity Editor workflow. Create and refine PRISM Surface and Decal materials, convert supported HDRP/Lit materials into PRISM-compatible materials, turn source images into PRISM materials, then dress scene geometry with grime, rust, dirt, stains, scratches, leaks, wear, decals, and other texture-based details.


PRISM Material Converter can scan the current scene or selected objects, identify referenced materials, classify conversion compatibility, highlight warnings where artist review is required, and create new PRISM materials without overwriting the originals. Converted materials can optionally replace matching renderer assignments with Undo support, then continue directly into the normal PRISM material-authoring workflow.


Because PRISM Surface uses triplanar mapping, materials that depend heavily on authored mesh UV layouts, atlases, trim sheets, or baked region selection may require adjustment after conversion. The converter reports these cases rather than silently assuming a perfect visual match.


PRISM Surface supports two procedural scatter outputs: Mesh Quads for generated card geometry and HDRP Decals for projected surface detail. Use either output independently, or mix Mesh Quads and HDRP Decals within the same PRISM Surface Tool and reusable profile, with per-source output routing and controls.


Placement is deterministic from the same mesh and seed, while artist-facing controls let you shape density, scale, rotation, spacing, masks, slope filtering, object-face restrictions, object avoidance or placement around targets, and per-source behavior.


Procedural mask workflows include Material Base Map filtering, radial regions, bands, corners, edge frames, noise patches, custom textures, and anchor-driven drip placement.


Built-in Preview Placement and Preview Mask workflows help you understand where details will appear before committing to generation. Placement preview evaluates the full placement rules and rejection reasons, while mask preview provides a cleaner view for tuning allowed and blocked regions.


Reusable profiles let useful scatter setups be saved and applied across scene objects. PRISM Surface also includes starter Mesh Quad and HDRP Decal profiles with prepared material templates to provide practical starting points for both output types.


PRISM Material From Image provides a guided image-to-material workflow with preprocessing, presets, generated map previews, output-quality controls, batch input support, material export, and optional starter scatter and decal assets. Generated outputs can move directly into the wider PRISM Surface workflow without requiring an external material-generation tool.


PRISM materials include surface-type support, triplanar mapping, material variation, anti-tiling controls, detail and emission workflows, and Metallic, Ambient Occlusion, and Smoothness remapping controls for greater flexibility when authoring or converting HDRP materials.


Whether you are breaking up large architectural surfaces, migrating an existing HDRP scene, adding wear to props, creating grime and leak patterns, or reducing obvious material tiling, PRISM Surface is built to reduce repetitive environment-dressing work while preserving an authored look.


Online Documentation Available: Here