MK Nodes: Splat Mapping & Layered Materials for Shader Graph


Create advanced height-blended splat shading & layered materials in Shader Graph with depth-aware layer transitions, wetness, parallax and flexible control from maps, vertex colors or UV channels.


by Michael Kremmel


Price History +

Depth-Aware Splat Mapping for Shader Graph

Create rich multi-layer material blends directly inside Unity Shader Graph.


This package gives you a focused collection of Shader Graph nodes for height-blended splat mapping, built for artists and technical artists who want layered surfaces that feel grounded, detailed, and production-ready without writing shader code.


Instead of simple flat texture fades, the splat mapping nodes use depth-aware height blending. Layers push through each other based on their height data, so mud, sand, stone, rock, concrete, tiles, and other materials transition with natural priority and surface depth.


Easy, Modular, Customizable


The package is designed to fit into your workflow instead of forcing one specific setup. Use the included Shader Graph templates for a fast start, or build your own shaders from the individual nodes.



How it works:

You define a base layer and 3 or 5 additional layers. Based on your splat data they are controllable blended together.


Core Features

  • High Fidelity & Minimal Templates to start fast
  • Height-blended splat mapping nodes
  • 3-layer and 5-layer splat workflows
  • Depth-aware layer transitions
  • Controllable blend range
  • Layered material blending for color, normals, masks, parallax, and other surface data
  • Wetness support with dynamic wetness control
  • Packed mask map support
  • Normal blending for splat layers
  • Dynamic control sources (Splat map texture, Wetness map texture, Vertex colors UV channels 0–7)
  • Ready-to-use Shader Graph templates
  • Additional slim tools included
  • Modular Worklow (You are not forced to use the included tools or workflow and create/use the splat and wetness data the way you want)

Included Artist Tools

The package also includes workflow tools to help create and manage the control data used by the shaders.


The Splat Map Paint Tool lets you paint splat or wetness maps directly on selected meshes in the Scene View. It automatically detects textures from material property names such as _SplatMap and _WetnessMap, making it easy to paint the correct control texture without leaving Unity.


The Vertex Paint Tool uses a clean per-source-model workflow. It creates a linked MKVertexPaintData asset next to the source model and transfers the data back onto the imported model through a custom importer. No extra paint components need to be added to every sub-mesh in the scene.


The Texture Channel Packer helps build optimized packed mask textures by combining grayscale inputs into RGBA channels, ideal for height, occlusion, metallic, smoothness, and other layer data.

Templates Included

The included templates give you a fast starting point for building advanced layered Shader Graph materials. Use them as-is, modify them, or break them apart and build your own custom graphs with the included node collection.


Modular Workflow

The tools are optional. The package is modular, so you can create splat maps, wetness masks, vertex color data, UV channel masks, and packed textures however you want: inside Unity, in external art tools, through procedural workflows, or with your own scripts.


Feedback & Feature Requests

Missing an option, template, lighting model, or useful node?

Let me know. I’m always happy to improve MK Nodes and add features that help real Shader Graph workflows.


As always, I care about the quality of my products. If you experience any issues, have questions, or need support, feel free to reach out anytime.