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PRISM Surface User Manual

PRISM Surface

Artist documentation for the Unity 6 HDRP toolset from Quantum Rift Interactive.

View the PRISM Surface product page

PRISM Surface is a Unity 6 HDRP toolkit for making environment surfaces feel less repetitive and for placing texture-based detail across mesh geometry. It combines a PRISM material workflow with a deterministic scatter workflow, so artists can author the surface look and place grime, moss, scratches, graffiti, leaks, and similar detail without hand-placing every instance.

PRISM means Procedural Rendering & Integrated Surface Materials. It is published by Quantum Rift Interactive.

Unity Asset Store status: Pending

This page is the canonical entry point for the PRISM Surface v1.1.0 artist documentation. Read the pages in order for a first project, or use the reference links for a specific task.

PRISM Surface material with Mesh Quad and HDRP Decal details

PRISM Surface combines receiver materials with Mesh Quad and HDRP Decal detail on the same surface.

  1. Requirements and installation
  2. Quick start: make a first scatter result
  3. PRISM Surface Tool
  4. Sources and per-entry overrides
  5. Output workflows: Mesh Quads, HDRP Decals, and mixed output

PRISM Surface has three connected artist workflows:

  • PRISM Surface materials use fixed triplanar mapping, UV variation, anti-tiling, detail, emission, and macro variation to reduce obvious texture repetition on large or multi-directional surfaces.
  • PRISM Surface Tool samples a MeshFilter deterministically and generates Mesh Quads, HDRP Decals, or both from weighted source textures and placement rules.
  • Material From Image turns a readable image into PRISM-compatible maps and material assets, with optional scatter bridge assets.

The systems are complementary, not interchangeable: material controls change how a receiver looks; scatter controls decide where separate surface details are placed.

Choose Best when Main consideration
Mesh Quads You need explicit card geometry, alpha-cutout detail, or a projection-free result. Use the supplied alpha-cutout Mesh Quad template; inspect fitting at hard edges.
HDRP Decals You want projected detail that participates in HDRP decal channels. Keep Projection Depth tight and inspect corners, thin geometry, and nearby receivers.
Mixed output Different source textures need different output types on the same receiver. Configure routing per source; Generate and Clear affect both groups.

PRISM Surface v1.1.0 is an HDRP-focused Unity 6 workflow. It is not a URP tool. The product-facing component is named PRISM Surface Tool; older projects can still display legacy component names for compatibility.

For package notices, see PRISM Surface AI Content Notice and Third-Party Notices.txt in this Documentation folder.