Stylized Haunted Barn – Farmyard & Outbuildings (URP)
Corn, weeds, crows & rocks (11): corn stalks (standing and broken), corn shock, corn ... Two scenes ... The barn, the outbuildings, fences, the field, hay and corn use 21 materials on the SG_ ...
by DZENDOR
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Unity version: 2022.3 LTS or newer (built in 2022.3.62f3; tested in Unity 6.1, Render Graph on and in compatibility mode)
Render pipeline: Universal Render Pipeline (URP) only; Built-in and HDRP are not supported
Colour space: Linear (the demo scenes are lit for it)
Prefabs / meshes: 122
Triangles: 12 to 19,418 per mesh; 328,169 for one copy of every mesh
Topology: quad-based, no n-gons; props all quads (14 triangle faces in 52 props); modular and structural pieces 92% quads (9,963 triangle faces, 6,889 of them where three chamfers meet); round parts with as few sides as their size needs, single-segment chamfers
Colliders: 72 mesh colliders, 26 convex; none on 24 (corn, weeds, crows, loose hay, puddle, hand tools, rope, small tack)
LODs: no
Materials: 82 (52 props on URP Lit with their own texture set, 21 tiling on the SG_BarnMaster Shader Graph, 8 URP Lit: window glass, crow feathers, leather, rope, rubber, puddle water and the overview grid; 1 flame)
Textures: 249 PNG (127 at 2048 px, 65 at 1024 px, 57 at 512 px): per prop Base Color, Normal, Metallic-Smoothness, Occlusion; tiling sets Base Color, Normal, ORM; grunge, overview grid
UVs: props one non-overlapping 0-1 layout each, even texel density (median fill 80%); modular and structural pieces UV0 in metres; lightmap UVs in every mesh (UV1)
Scenes: Barn (baked moonlit demo, first-person walk), Overview (all prefabs, labelled)
Scripts: volumetric fog renderer feature (C# + shader), demo first-person controller with ladder climbing, editor menu; namespaced, no third-party code
Documentation: StylizedBarn/Documentation/StylizedHauntedBarn_Guide.pdf
Build haunted barns, abandoned farmsteads and rural horror levels from one consistent stylized kit for the Universal Render Pipeline. The barn is built from 2 m wall modules on a 4 m bay grid with a gambrel roof; fences come in 3 m runs and the field in 4 m tiles. Every piece is a ready prefab with lightmap UVs, and 98 of the 122 have colliders. The meshes are game-ready: clean quad topology, props with their own packed UVs and PBR texture sets, and seamless tiling materials on the architecture.
122 prefabs in 11 categories
Barn walls & openings (12): vertical board walls (two board patterns, gappy, broken), window and man-door wall modules, man door, shutter, hay door, corner trim, fieldstone foundation and foundation corner.
Timber frame & doors (9): corner, wall and aisle posts, 4 m beam, knee brace, lean-to post, 4 m door header, 8 m sliding door track, sliding door.
Roof & gables (9): lower and upper gambrel roof slopes (intact and with holes), ridge, louvred cupola, lean-to roof, 12 m gambrel gable (with hay door opening and solid).
Floors, loft & stalls (10): 4 m barn floor and yard ground, loft floor (intact and broken through), loft edge with spilling hay, ladder, stall front, stall gate, stall partitions (intact and broken).
Hay & barn props (11): hay bale, broken bale, bale stack, hay mounds (floor and loft), loose hay, trough, bucket, pitchfork, lantern, hook.
Outbuildings (12): silo, water-pump windmill, grain bin, stock tank, chicken coop and run (intact and torn), tool shed, outhouse and door, corn crib, root cellar.
Fences & field (12): rail fence and barbed wire fence (intact and broken), post, gate and gate post, furrow and stubble field tiles, three corn row variants.
Corn, weeds, crows & rocks (11): corn stalks (standing and broken), corn shock, corn cobs, tall weeds, thistle, rock pile, puddle, crows (perched, pecking, flying).
Vehicles & implements (9): old tractor with a flat tyre, hay wagon, dump rake, plough, wheelbarrow, grindstone, wagon wheels (intact and broken), old tyre.
Workshop & hand tools (13): workbench, tool rack, sawhorse, anvil, scythe, sickle, axe, shovel, hoe, rake, rope coils, chain with hook.
Tack, feed & containers (14): saddle and saddle stand, horse collar, horseshoe, feed sack and sack pile, chicken feeder, milk cans (upright and tipped), fuel can, oil drums (painted and rusted), crate and crate stack.
Two scenes
Barn: the whole farmstead under a moonlit night sky: barn with hayloft, stalls and lean-to workshop, silo, windmill, outbuildings, fenced yard and corn field. Baked indirect light, light probes, box-projected reflection probes, SSAO, volumetric night mist with moonlight shafts through the broken roof and the board gaps inside the barn, and lantern light. Press Play to walk the farmstead with the included first-person controller and flashlight: from the aisle into the open stalls, up the ladder to the east half of the hayloft and out through the open back doors into the yard, round the outbuildings and the lean-to workshop and along the corn field. The west half of the hayloft has no ladder; switch the controller to Fly to look around up there.
Overview: every prefab laid out by category with name labels on a 1 m grid.
Materials
52 props (doors, shutters, ladder, stall gate, the tractor, implements, tools, tack, containers, lanterns and crates) use standard URP/Lit materials with their own texture set: Base Color, Normal, Metallic-Smoothness and Occlusion at 512 to 2048 px, baked with edge wear, grime and streaks. They work in any URP project and can be edited in a paint tool.
The barn, the outbuildings, fences, the field, hay and corn use 21 materials on the SG_BarnMaster Shader Graph with tint, tiling, paint chipping, edge highlight, height-based grime, damp streaks, large colour variation, dust on up-facing surfaces, a random texture offset per object and a roughness override. The yard ground cross-fades to a larger tiling with distance, so it shows no repeating grid out to the horizon.
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 72 prefabs (architecture, outbuildings, fences, field tiles and concave props), so doorways, stall gates, broken boards and the loft hole collide exactly; convex hulls on 26 props; none on corn, weeds, crows, loose hay, the puddle, hand tools, rope and small tack.
Lightmap UVs in every mesh; the barn shell, the outbuildings and the ground are lightmapped, props use light probes.
Topology: props are all quads (14 triangles in 52 props); modular and structural pieces are 92% quads, most of their triangles where three single-segment chamfers meet; no n-gons; round parts with as few sides as their size needs. About 328,000 triangles for one copy of every mesh.
UVs: every prop has one non-overlapping 0-1 layout with even texel density (median fill 80%); modular pieces have UVs in metres, continuous across joints.
Bottom-centre pivots, rotation 0, scale 1; 1 unit = 1 m.
Requires the Linear colour space; the Tools menu switches the project after asking.
Documentation PDF included.