PRISM Surface HDRP – Procedural Rendering & Integrated Surface Materials


Object Detection ... Object Detection can be overridden independently per source entry Preview and Diagnostics Preview Placement evaluates the full placement pipeline before generation


by Quantum Rift Interactive


Price History +

Create richer Unity 6 HDRP surfaces with material authoring, anti-tiling variation, and procedural mesh or decal detail placement.

Compatibility


• Unity 6


• Validated release baseline: Unity 6000.3.10f1


• High Definition Render Pipeline (HDRP)


• Validated HDRP / Core RP version: 17.3.0


• HDRP is the currently supported render pipeline


• Authoring and generation workflows are integrated into the Unity Editor


• ProBuilder is not required


• The included demo scene uses Unity's built-in uGUI / TextMesh Pro support for its labels


• Validated with com.unity.ugui 2.0.0



PRISM Surface Tool


• Unified scene-object workflow for Mesh Quad and HDRP Decal scattering


• Mesh Quads and HDRP Decals can be used independently or mixed within the same


• Per-source output routing: Use Default, Mesh Quads, or HDRP Decals


• Multiple weighted source textures


• Deterministic generation from mesh data and seed


• Global and per-source Density controls


• Global and per-source Minimum Spacing


• Per-source Soft Limits


• Random scale and planar offset controls


• Random, stepped-random, and surface-aligned rotation workflows


• Per-source object-face restrictions


• Per-source placement, filtering, and output overrides


• Reusable profile assets


• Generate and Clear operations support mixed-output configurations



Placement and Filtering


• Area-weighted mesh-surface sampling


• Mesh-aware placement and footprint validation


• Optional face fitting to keep generated details within source surfaces


• Slope filtering


• Noise-based density thinning


• Center-point or footprint-aware mask validation


• Custom texture masks


• Material Base Map filtering


• UV0, Triplanar Object, and Triplanar World Material Base Map sampling


• Luminance, Red, Green, Blue, and Alpha channel selection


• Bright Parts / Dark Parts placement targeting


• Radial Center and Radial Edge masks


• Corners


• Horizontal and Vertical Bands


• Edge Frame


• Noise Patches


• Under Anchor / Drip Streak placement


• Mask inversion and adjustable Mask Cutoff


• Global and per-source masking controls



Object Detection


• Avoid objects or Place Around objects


• Object Bounds detection


• Circle detection


• Ellipse detection


• Rectangle detection


• Adjustable avoidance, near, and far ranges


• Object Detection can be overridden independently per source entry



Preview and Diagnostics


• Preview Placement evaluates the full placement pipeline before generation


• Accepted and rejected placement diagnostics


• Preview Mask provides an interactive mask heatmap for tuning allowed and blocked regions


• Diagnostics include slope, noise, mask, footprint, face-fitting, edge-bleed, object-intersection, and spacing rejection


• Optional inline help can be hidden for a more compact production workflow



Mesh Quad Output


• Generates geometry-backed surface cards


• Alpha-cutout texture workflows


• Surface Lift control


• Close Mesh To Surface mode


• Face fitting


• Material templates


• GPU instancing support


• Included double-sided HDRP/Unlit alpha-cutout Mesh Quad template



HDRP Decal Output


• Generates HDRP Decal Projectors


• Projection Depth control


• Surface Lift


• Decal Draw Order


• Albedo, Normal, AO, Metallic, Smoothness, and supported HDRP decal-channel workflows


• Face-aware placement


• Edge Bleed Guard


• Optional projection-depth-aware edge protection


• Balanced Hard Surface and Tight / Thin Surface edge-protection starting points



PRISM Surface Materials


• Dedicated Surface and Decal material-authoring modes


• Create new PRISM-compatible materials


• Edit existing compatible materials


• Filtered compatible-material loading


• Surface and Decal-specific controls


• Surface Type support for supported opaque, alpha-clipped, and transparent workflows


• Fixed triplanar surface mapping


• World-space and object-space mapping


• Adjustable World Scale and triplanar Blend Sharpness


• UV Variation with Random Cells and Matched Edges modes


• Pattern Variation anti-tiling with Fast, Quality, and Extreme sampling modes


• Stochastic Tiling with deterministic per-cell rotation, jitter, and continuous blending


• Stochastic Base Color, Mask, Normal, Detail, and Emission sampling remains spatially aligned


• Metallic, Ambient Occlusion, and Smoothness remapping controls


• Color variation


• Detail-map support


• HDR emission controls


• Exposure Weight control


• Macro variation controls


• Debug visualization modes for material and projection analysis



PRISM Material Converter


• Scene and Selection scanning for referenced materials


• Deduplicates shared material usage across renderer slots


• Classifies materials as Already PRISM, Fully Convertible, Convertible With Adjustments, or Unsupported


• Non-destructive conversion creates new PRISM material assets and preserves source materials


• Compatibility warnings and unsupported-feature reporting before conversion


• Detects UV-to-triplanar mapping risks and flags atlas, trim-sheet, and baked-layout materials for artist review


• Preserves compatible Base Color / Base Map, Mask Map, Normal, Detail, Emission, surface state, culling, decals, and supported SSR-related settings where possible


• Preserves compatible Metallic, Ambient Occlusion, and Smoothness remap values


• Detects invalid normal-map import states and avoids unsafe normal assignments


• Optional renderer replacement after successful conversion


• Renderer replacement supports Undo


• Conversion summary reports converted, skipped, failed, and replaced renderer slots


• Converted materials can continue directly into PRISM Surface Materials for editing


• Repeated conversion runs create new destination assets rather than overwriting previous converted outputs


• UV-authored appearance may require adjustment because PRISM Surface uses triplanar mapping



PRISM Material From Image


• Standalone image-to-material workflow


• Drag-and-drop source-image intake


• Workflow presets


• Recent source and save-location shortcuts


• Batch generation


• Source, Process, Preview, Export, and Advanced workflow pages


• Image cleanup and broad lighting/shadow reduction


• Alpha extraction


• Local-contrast mask extraction


• Generated Albedo


• Generated Alpha


• Generated Extracted Mask


• Generated Height


• Generated Normal


• Generated Roughness


• Generated Ambient Occlusion


• Generated HDRP-compatible Mask Map


• Generated PRISM Detail Map


• Adjustable final Map Quality


• Live editor-only previews


• Creates a managed PRISM Surface material


• Can optionally create a starter Mesh Quad profile


• Can optionally create a starter HDRP Decal profile


• Can optionally create a managed HDRP Decal material template



Included Starter Content


• Mesh Quad starter profile using included moss / lichen sources


• HDRP Decal starter profile using included graffiti and crack sources


• Dedicated Mesh Quad alpha-cutout material template


• Dedicated HDRP Decal material template


• PRISM Surface demo scene


• Example surface materials and source textures for painted concrete, asphalt, bark, foliage, sci-fi emission, graffiti, drips, gum stains, moss / lichen, and mask workflows



Requirements / Notes


• Scatter receivers require a valid MeshFilter with usable mesh geometry


• Textures that PRISM must inspect in the Editor need Read/Write enabled when requested


• Read/Write requirements include relevant placement masks, Material Base Map filtering, Material From Image sources, and alpha-bounds workflows


• HDRP Decal projection should still be visually inspected around corners, thin geometry, and nearby receivers


• Converted materials that depend on atlas, trim-sheet, baked UV layout, or UV-region selection may require artist adjustment after conversion


• PRISM Surface is currently designed and validated for Unity 6 HDRP


• URP is not currently supported


• No ProBuilder dependency is required for the included demo


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