Billboard Master – Atlased Display Shader – URP
Render unlimited of billboards/holograms/screens under a single draw call. Billboard Master’s atlased shader system lets you flood your world with endless animated variety without tanking performance!
by SOIL
Price History +
BillboardMaster - Atlased Display Shader Solution for URP
One material. Hundreds of unique screens. One draw call.
Turn any quad into a fully animated digital billboard, LED screen, or holographic display.
BillboardMaster is a feature-rich atlased based shader system, that allows per object changes, like other effects, lighting, backlight etc, and comes with its own easy to use Atlas Generator, developed to give variety and performance for worlds or rooms with the need of many displays, billboards and signs. Everything runs on the GPU with zero scripting required.
BillboardMaster handles everything inside the shader — ad cycling, transitions, glitch effects, LED overlays, and glass reflections etc.. All GPU-driven with full per-instance control via one script, that controls all the features.
WHAT'S IN THE "BOX"?
> Two shader variants: One for GPU Instacing, when using the same mesh/quad (can be scaled and will be batched) and One for SRP Batching when using custom meshes!
> One script that controls the two shader types and gives you all the functions with inspector options, where you can change different settings for each object individually, such as different billboard ranges, effect types, etc.
> ATLAS GENERATOR:
BillboardMaster features its own Atlas Generator, allowing you to easily create your own texture atlases with a real-time preview window.
Comes with a smart and simple system that allows you to connect smaller or equally sized but differently proportioned billboards to previous ones, so that no empty lines remain.
With the feature to save and load custom configurations that remember everything, so you can make changes afterwards
> EXAMPLE MATERIAL:
Billboard Master includes a ready-to-use 4K texture atlas featured in the demo scene, along with a large collection of AI-generated original images in various aspect ratios, allowing you to quickly create your own custom atlases.
Core Features:
Atlas-Based Ad System
Set up a single texture atlas (up to 32×32 cells) and let the shader cycle through your ads automatically. Configure display time, crossfade duration, and random phase offsets — every screen instance runs on its own schedule without any scripting.
11 Transition Modes
Seamlessly switch between ads using Fade, Directional Wipe, Slide, Noise Dissolve, Pixelate, Scanline Wipe, Hex Grid, Plank Wipe, Diamond Grid, Triangle Grid, or Scroller — each with adjustable soft edges, invert, and direction.
5 Layered Glitch Effects
Stack and combine five independent glitch layers for endless variety:
- Box-Liner Pattern — procedural block/line/dot distortion
- FBM Chromatic Aberration — per-channel RGB shift with fractal noise
- Block Row Shift — horizontal scanline displacement
- Interlace + Fault Line — VHS-style tape artifacts
- Tape Noise — 3D Perlin noise corruption
LED Overlay & Scanlines
Apply a scrollable LED matrix texture with Screen, Overlay, or Multiply blending. Add animated scanlines — horizontal or vertical — with smooth anti-aliased rendering.
Backlight & Glow
Simulate edge-lit or backlit screens with rectangular or radial glow, HDR color, adjustable edge curves, and mask inversion.
Frame Grid
Add a physical frame structure with beveled tangent-space normals, metallic, smoothness, and ambient occlusion — making flat quads look like real segmented display panels.
Glass & Reflections
Layer a PBR glass surface on top with Fresnel, adjustable smoothness and metallic values, plus procedural FBM noise for realistic surface imperfections and edge fading.
Flicker & Strobe
Bring screens to life with sine-wave jitter and pulse modulation — perfect for malfunctioning displays or neon signage.
18 Blend Modes
Every effect layer supports Photoshop-compatible blend modes: Screen, Overlay, Multiply, Color Dodge, Soft Light, Vivid Light, and 12 more.
Performance & Flexibility
- Two Batching Modes — GPU Instancing (MaterialPropertyBlock) or SRP Batcher (CBUFFER) — pick what fits your project
- 14 Compile-Time Toggles — Disabled features are stripped from the compiled shader. Use only what you need
- 152+ Instanced Properties — Every parameter can be unique per instance
- Half-Precision Support — Optimized for mobile and Switch
- Full Stencil Buffer Control — Reference, comparison, pass ops, read/write masks
- Custom Inspector — Clean toggle UI with build-time feature culling
Perfect For:
- Cyberpunk / Sci-Fi environments
- Stadium & arena screens
- In-game advertising systems
- Holographic UI displays
- Retro / VHS aesthetics
- LED walls & digital signage
- Storefront windows with glass reflections
Requirements:
- Unity 6+ (URP)
- Shader Model 3.0+