Stylized Abandoned Factory – Workshop (URP)


Walls (13): brick 1/2/4 m with window, door, single door, gate, bricked-up and ... Two scenes ... Materials ... They work in any URP project and can be edited in a paint tool. ... Game-ready


by DZENDOR


Price History +

100 modular prefabs for stylized abandoned factory interiors: walls, steel structure, machines, workbenches, barrels, crates, pipes and debris. URP, baked demo room and volumetric light shafts.
  • 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)
  • Number of meshes/prefabs: 100
  • Polygon count: 12 to 7,694 triangles per mesh; 98,176 for one copy of every mesh
  • Minimum polygon count: 12 triangles (SM_Floor_Concrete_4m)
  • Maximum polygon count: 7,694 triangles (SM_Hoist_Chain)
  • Topology: quad-based (all faces are quads except 24 triangles in the whole kit), no n-gons, no five-edge poles on curved surfaces; round parts have as few sides as their size needs, single-segment chamfers
  • Colliders: yes, on every prefab (65 mesh colliders, 35 convex)
  • Rigging: No
  • Animation: No
  • LODs: No
  • UV mapping: Yes. Props: one non-overlapping 0-1 layout each, even texel density (median fill 84%). Modular and structural pieces: UV0 in metres, continuous across joints. Lightmap UVs generated on import
  • Materials: 82 (59 props on URP Lit with their own texture set, 18 tiling on the SG_FactoryMaster Shader Graph, 4 URP Lit glass / lamp / sign, 1 overview grid)
  • Number of textures: 262 PNG
  • Texture dimensions: 153 at 2048 px, 80 at 1024 px, 29 at 512 px
  • Texture maps: PBR. Props: T_<Prop>_BaseColor, _Normal (OpenGL), _MetallicSmoothness, _Occlusion. Tiling sets: T_<Set>_BaseColor, _Normal, _OcclusionRoughnessMetallic; T_Grunge_Mask
  • Scenes: Workshop (baked demo), Overview (all prefabs, labelled)
  • Scripts: volumetric fog renderer feature (C# + shader), demo first-person controller, editor menu; namespaced, no third-party code
  • Documentation: Documentation/StylizedFactory_Workshop_Guide.pdf

Build abandoned workshops, factory halls, boiler rooms and horror-game industrial interiors from one consistent stylized kit for the Universal Render Pipeline. Every piece snaps to a metric grid and comes as a ready prefab with 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.

100 prefabs in 11 categories

  • Walls (13): brick 1/2/4 m with window, door, single door, gate, bricked-up and damaged variants; plaster 2/4 m with window and door.
  • Floors & ceilings (6): concrete floor 4 m (plain, broken, with drain), wooden floor, concrete ceiling (plain, with hole).
  • Structure (11): concrete and I-beam columns, brick pilaster, I-beams 4/8 m, roof truss, catwalk grate and support, steel stairs, ladder, railing.
  • Doors & windows (7): single and double metal doors, wooden office door, three steel factory windows, 4 m roller shutter.
  • Machines (8): lathe, drill press, pedestal grinder, diesel generator, air compressor, control panel, chain hoist, hanging chain.
  • Furniture & storage (12): workbench, metal desk, chair, stool, two shelf racks, locker row, filing cabinet, rolling tool chest, hand truck, platform trolley, gas cylinder rack.
  • Containers & clutter (15): oil drums, plastic barrel, barrels on a pallet, crates and a crate stack, pallets, jerrycan, bucket, paint cans, tire stack, cable spool, gas cylinder.
  • Lighting fixtures (4), wall props & signs (9), pipes, ducts & electrical (9), debris (6).

Two scenes

  • Workshop: an assembled abandoned workshop with baked indirect light, light probes, a reflection probe, SSAO and volumetric light shafts. Press Play to walk through it with the included first-person controller and flashlight.
  • Overview: every prefab laid out by category with name labels on a 1 m grid.

Materials

59 props (machines, furniture, containers, lamps, doors, windows, signs, debris) 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.

Walls, floors, ceilings and the long structural runs (beams, trusses, catwalks, stairs, railings, pipes, ducts) use 18 materials on the SG_FactoryMaster Shader Graph with tint, tiling, paint chipping, edge highlight, height-based grime, leak streaks, large colour variation and a roughness override. Brick, plaster and concrete are projected in world space on the modules, so the pattern runs on across joints; concrete also picks a random slab and rotation per 2 m cell, so the repeat does not show.

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. Works in Unity 2022.3 and in Unity 6, with Render Graph on or in compatibility mode.

Game-ready

  • Topology: quads throughout (24 triangles in the whole kit), no n-gons, no five-edge poles on curved surfaces; round parts with as few sides as their size needs. About 98,000 triangles for one copy of every mesh.
  • UVs: every prop has one non-overlapping 0-1 layout with even texel density (median fill 84%); modular pieces have UVs in metres, continuous across joints.
  • Colliders on every prefab: render-mesh colliders on architecture and concave props, so doorways, grates and stairs stay passable; convex hulls or simple prisms on the rest.
  • Lightmap UVs generated on import; architecture is lightmapped, props use light probes.
  • 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.