Build WW2 bunkers, coastal batteries, trenches and shooter levels from one consistent stylized kit for the Universal Render Pipeline. Concrete walls are 1, 2 and 4 m modules on a 2 m grid with doors, loopholes, an ammunition hatch, a vent, niches and shell damage down to the rebar; ceilings come with steel beams and arched shuttering or flat board-formed concrete. Outside, the trench, berms, wing walls and roof edges fit the same grid. Every piece is a ready prefab with colliders and lightmap UVs.
Every room tells what happened
Normandy, the morning of 6 June 1944. The crew left in a hurry. The gun still points at the sea through the embrasure; spent casings roll across the floor, the range panorama is painted above the opening and the last shot is chalked on the wall. Down the corridor the bunks are unmade, a mug stands on the mess table, the plot table still holds the map and the diesel generator sits silent next to its day tank. The level reads as tense quiet after a fight, by day, and suits shooters: assault the bunker, hold it, or explore it.
246 prefabs in 15 categories
Casemate shell (15): plain, raw, damaged, niche and vent walls in 1 and 2 m (washed on one or both faces), 1 and 2 m floors, beamed, flat and hatch ceilings, a square pier.
Openings & doors (15): door walls, a wide double-door wall, the 4 m stepped embrasure, a close-defence loophole, an ammunition hatch, the plugged emergency exit; gas-tight, steel, wood and grate door leaves, a gas curtain, a steel ladder, a beam prop and a shoring frame.
Gun room (13): the 7.5 cm anti-tank gun with shield, shell racks, wicker shell baskets closed and open, a complete round, spent casings, rammer, spade rail, range board, MG loophole, field telephone and binoculars.
Ammunition store (20): ammo and grenade crates closed and open, mine crates and a mine stack, MG ammo boxes and belts, fuze cases, jerrycans, pallets and a crate stack, a broken crate, a tall shell rack, the tally board and an ammunition trolley.
Entrance & gas lock (9): sentry desk, stretcher, gas-cape hooks, decontamination and sand bins, fire buckets, flare and first-aid boxes, a boot scraper.
Command post (17) and signals (9): plot table, officer's desk, typewriter, desk lamp, wall map, filing cabinets, open safe, binders, folding cot, periscope, wall clock, logbook, papers; radio station and chart, switchboard, wall telephone, speaking tube, loudspeaker, alarm bell, gas alarm and signal lamp.
Crew quarters (23): double and triple bunks (one unmade), lockers, footlockers, rifle rack and rifle, helmet and coat rails, laundry line, notice board, mattresses, blanket, backpack, kit bag, boots, gas-mask can and a cleaning kit.
Mess & stove (24): iron stove with its pipe run, mess and field tables, benches, chairs and stools, wall shelf, water tank and barrel, wash stand and tub, food carrier, buckets, lantern, radio receiver, books, cards and letters, mugs, mess kit and canteen.
Workshop (12) and machine room (14): workbench, tool boards, spare-parts shelf, open toolbox, engine parts, extinguisher, a bicycle; diesel generator, large ventilation unit, fuel day tank, exhaust pipe, chain hoist, battery rack, electric panel, fuel drums, drip tray, cable reel and hand truck.
Services & lighting (16): bulkhead and pendant lamps, lit and off, conduits, cable trays, pipes, a valve, duct, a hand-crank vent fan, junction box, floor drain, ring bolt and ceiling debris.
Trench & earthworks (13) and obstacles & outside (11): trench floor, timber and sandbag trench walls, trench stair, duckboard, earth berm, sandbags, a Tobruk ring, roof edge and wing walls; Czech hedgehog, stake obstacle, barbed wire, mine sign, searchlight, camouflage net, rubble and timber piles, marram grass.
Mesh decals (35): German stencils and room signs, arrows, the range panorama and firing table, chalk tallies, a chalk calendar and ship, camouflage paint, soot, scorch, shell and bullet scars, cracks, damp, lime, rust and water streaks, oil, puddle stains, boot prints, drag marks and sand drifts. All lettering is drawn by our own stencil strokes; there are no Third Reich symbols anywhere in the kit.
Two scenes
WW2Bunker: the whole casemate block from the trench through the entrance and gas lock into the corridor, the gun room, the ammunition store, the crew quarters, the command post and the machine room, with the beach, the dune, wire and obstacles outside, on a hazy day. Baked indirect light, light probes inside and out, a box-projected reflection probe in every room, SSAO, volumetric dust in the sunlight from the embrasure and round the bulkhead lamps. Press Play to walk it with the included first-person controller and flashlight; the number keys take you from room to room.
Overview: every prefab laid out by category with name labels on a 1 m grid, the decals on a concrete bed.
Materials you can tweak
49 materials on the SG_BunkerMaster Shader Graph expose tint, tiling, paint chipping, edge highlight, height-based grime, streaks, flaked whitewash, large colour variation, dust on up-facing surfaces, a close-up detail normal, a random texture offset per object and a roughness override. Concrete, plaster and earth are mapped in world space, so the pattern continues across module joints. The decals use a URP decal Shader Graph and take the lighting and wear of the surface under them.
Volumetric fog for URP, as source
A renderer feature and volume override that ray march the main light and shadowed spot and point lights through their shadow maps, and can also fog reflection probe captures. Works in Unity 2022.3 and in Unity 6, with Render Graph on or in compatibility mode.
Game-ready
Colliders: render-mesh colliders on 82 prefabs (walls, floors, ceilings, door and embrasure walls, the trench and its stair, berms and concave furniture), so doorways, loopholes and the embrasure collide exactly; convex hulls on 80 props; none on 84 pieces (the 35 decals, papers, cables, cloth and small dressing).
Lightmap UVs in every mesh; architecture is lightmapped, props use light probes.
Metric modules: 1, 2 and 4 m walls, 3.4 m high and 0.5 m thick, ceiling beams at 3 m, on a 2 m grid; 1 unit = 1 m; texture UVs in metres.
Forward+ renderer in the kit pipeline asset, so many lamps light the modules without seams.
Requires the Linear colour space; the Tools menu switches the project after asking.
Documentation PDF included.