[RELEASED] Rust, Dust and Layers Shader Pack

This is a pack of shaders that allow for easy material blending and layering of multiple surface types.
Sometimes you don’t need separate materials for meshes. You also don’t need to rebake all your textures for a small change to a specific surface type.
By blending materials, you can have full realtime control over multiple surface types with just 1 draw call.

These shaders allow you to quickly add configurable rust and dirt or any type of material as a layer on top your surfaces, either procedurally or by using configurable masks.

They can be used to quickly give depth and character to your scenes or to generate variations/skins for your props with very little effort.

HD and LW render pipeline shaders are included in the package.
Store Link





4 Likes

These look like a nice easy way to make thinks look more apocalyptic with models already having rather than having to buy specific ones. Would you have any examples how it would look for say a house or shed?

Couple questions…First, what makes it so big: Size: 565.9 MB is pretty huge just to add an shader but I assume it’s due to all the demo examples maybe? Next question would be does it work well on mobile?

Thank you.

The way it works is you paint your rust/dust/material masks the way you’d paint smoothness or metalness for example, and the shaders hook onto the masks and allow you to manipulate them.

The shaders give you the option to add rust and dust procedurally without specific masks, but of course, masks will give you the best results since you can specify exactly how and where everything should be.

The shaders and editor code weigh less 600kb, everything else comes from the demo scenes (mostly textures).

I added youtube links to the first post. You can see how some of the shaders work. I made the mask textures used there by simply painting the corners and the hard edges for the rust. For the dust I painted all over the models but mostly the in cavities.

If you have a house model available, I could demo it and post here.

I am interested in the procedurally generated part with supplying the rust textures and doing it all by code rather than an art program. I am going to check these videos out later. I would love to see the difference as to what your speaking of “Procedurally vs Masks”. I am far more at home in a IDE then an art program.

With regards to a house…may I direct you to this package: WasteLand Lite → Currently using the full package in a Project and would be very interested to see how this would work on some of those models.

I totally understand it will always look better with texture masks but if it still looks reasonable good to scruff up buildings and whatnot I already have than it’s going to be a must have tool for me.

I have tried to do similar things with other ShaderPacks but it takes me so long :). I would much rather buy a premade shader :slight_smile:

Thank you very much for all the information and replies. If you happen to have time and can show off what it can do with that kit above I would be very happy to see what the results would be.

I quickly threw around an example with a building facade :

And added some dust/moss to one of the walls of that package. I used the existing model/textures/UVs.

Thank you. I really like this and I know it will add that extra flare to make things look all the better. It looks really good.

Glad to hear that :slight_smile:

Update : Reduced the package size by about half. Downloading/updating are now less tedious.

Added a faster version of the shaders. Useful for low spec targets and mobile.
Update is live !

Update :
Added control settings to the blending mask for all shaders.

Hello, it looks amazing! Seems like a revolution in creation of weared objects.
I have a couple of questions:

  1. Is UV required? The shader will work it the mesh have no UV? I mean if UV value for all vertices will be 0 0.
  2. Will it work in case if a mesh have intersections? Look an example below.


Note that first mesh consist of 3 cubes basically, while the second mesh does not have any faces inside.
The shader for the first mesh will work as good as for the second mesh?

Hi,

  1. You can get away with messy UVs if you only use the procedural methods, ie. you can control how much dust there’s on the top side of the mesh, the dust mask, the rust, tiling, contrast, levels, etc. And if your UVs are not too bad, you can get somewhat good results even if the UV shells are overlapping.
    If you want really good dust/rust patterns (in the crevasses, edge wear, scratches etc.), you need to paint a mask and feed it to the shaders. Then you can get greater control over everything. In that case, you definitely need proper UVs.
    However, if all your vertices have a (0, 0) UV coordinate none of the methods will work unfortunately.

  2. If you have good UVs, intersecting meshes are not a problem.

1 Like

Looks great, bookmarked.

Does this work with LWRP?

Hey milox,
Compatibility with LWRP will come in a future update.

1 Like

Hi!
Does this shader place the rust on the edges and creases automatically?
I mean, in the tank and car examples, the rust and wear is localized on the edges and creases of the models.
Do this shader detect this edges and creases procedurally or does it need a manually made mask texture for that?
Thanks.

No it doesn’t do that. if you want it to be localized, you have paint a mask texture and the shader will let you spread it more or less and adjust its intensity. The blue tank in the screenshot uses that method.

If you need the rust/dust to be applied evenly over the mesh you don’t need a mask. You can still control how much it’s spread and how intense it is. The red tank uses that method.

1 Like

Update :
Added a script that randomizes the intensity and contrast of masks while preserving batching. Works with Coating2Layers and Coating3Layers.

1 Like

How much trouble do you suppose it would be to get to a point where this could be be used with something like “Mesh Baker”? Seems like the next logical step.

If your meshes are using the same shader, Mesh baker can easily merge and create atlases for you.
It will figure out the usual texture properties like color, normal etc. But you have to give it the names of the texture masks so that it can make an atlas out of them (in the MB’s texture baker, under “custom shader property names”).