A compilation of the various assets I helped create for the game Peasant. I created all materials for the game and what you see. I created a system where I would plant the curvature map in the base color's alpha channel, allowing me to mask not only against the mesh's baked maps, but any detail/tilling textures as well. This provided supreme flexibility with assets that were large enough to break texel density.
The master material has several capabilities.
-Every texture can optionally be a virtual texture, or not.
-Support for vertex paint masks with height lerps, or input for painted texture mask defining the same areas as the vertex paint masks.
-Optional detail normal map, base color, and roughness derived from an inverted greyscale base color.
-Triplanar or Local Projected UVs for all textures available with only 1 texture sample instead of 3 (DDX DDY method)
-Full UV Controls for each and every texture set, including Panning
-Optional UV randomization bombing dictated by a chosen heightmap
-Hue Shift
-Full Multiply/Power/Saturation controls wherever necessary
-Colorize options that use a CurveAtlas gradient sheet
-In addition to detail maps, a grunge mask that can use up to 4 different textures packed into 1, variable UVs or synced this grunge mask can then be colorized by gradient, and masked against curvature maps, just like the detail maps
-Normal Map intensity
-Ability to mask elements against Object Local Bounds, or Vertex Normal
-Opacity options such as Depth Fade, or Peekhole (ability to see through the material when close enough to camera)
-WPO displacement options
-RVT Blending options to blend the material against landscape runtime virtual textures
-Switch Parameters at every turn, with clearly named questions that self explain what they do, keeping the material simple, but allowing it to become compelx
-Many more options such as Base Color as Subsurface, Emissive pulse functions, and more
Hex Basalt Cliffs Closeup
Hex Basalt Cliffs
Big Cliffs
Druidic Power Source
Crystals
Glowing Mushrooms
Demonstration of deforming foliage rigged and driven with Prismatiscape