Published by Quantum Rift Interactive · PRISM Surface v1.1.0 · Pending Asset Store Review

PRISM Surface

Procedural Rendering & Integrated Surface Materials

PRISM Surface is a Unity 6 HDRP editor toolset for authoring PRISM-compatible materials, converting supported HDRP materials, and procedurally placing surface detail as Mesh Quads or HDRP Decals.

PRISM Surface hero showing PRISM Surface Materials, PRISM Surface Tool, Material From Image, and Material Converter interfaces.
Procedural rendering and integrated surface materials.
Release
PRISM Surface v1.1.0
Engine
Unity 6
Validated baseline
Unity 6000.3.10f1
Render pipeline
HDRP / Core RP 17.3.0
Scope
HDRP-focused

See it in action

A focused workflow, shown in context.

These captures show the working tool, material system, and resulting scene output—not a separate marketing mockup.

PRISM Material Converter window showing scene scan results and compatibility classifications.
Material ConverterScan, review, and convert supported HDRP/Lit materials.
PRISM Surface Materials editor window showing material controls and map layers.
PRISM MaterialsAuthor aligned material maps in one focused editor workflow.
PRISM Material From Image window showing generated map previews.
Material From ImageTurn a readable source image into a PRISM-compatible material.
Rendered orange and black surface material with green emission detail.
Rendered resultSee material variation and emission in a scene context.

One connected workflow

Build the surface, then give it a history.

PRISM Surface combines the material choices that shape a receiver with a scatter workflow that decides where separate marks and details appear. The two sides are designed to work together.

01

PRISM Surface materials

Shape broad surface character with fixed World or Object triplanar mapping, UV variation, anti-tiling, detail, emission, and macro variation.

02

Procedural surface detail

Sample a receiver mesh to place weighted texture sources as Mesh Quads, HDRP Decals, or a mix of both—without hand-placing every result.

03

Material Converter

Scan and review compatible HDRP/Lit materials, then create PRISM materials while preserving the source assets.

Core capabilities

Depth when you need it.
Clarity while you work.

01

PRISM materials

Fixed triplanar materials with an aligned Base, Mask, Normal, Detail, and Emission stack.

02

Anti-tiling

Use Pattern Variation or Stochastic Tiling to reduce visible repetition where it matters.

03

UV variation

Vary supporting texture detail while preserving the material workflow’s aligned layers.

04

Mesh Quad scatter

Generate alpha-cutout card detail attached to the sampled receiver surface.

05

HDRP Decal scatter

Create projected HDRP decal detail with output-specific controls.

06

Mixed output

Route individual sources to Mesh Quads or HDRP Decals from one tool.

07

Masks & filtering

Control placement with masks, slope, face, density, and spacing rules.

08

Object Detection

Place around configured scene targets when the detail needs context.

09

Anchored detail

Use Under Anchor and Drip Streaks workflows for directional surface marks.

10

Profiles & previews

Preview placement or masks, then reuse settings through profiles.

11

Material Tool

Author PRISM Surface and HDRP Decal materials for the intended output.

12

Material From Image

Build PRISM-compatible material maps and optional scatter bridge assets from readable images.

13

Material Converter

Scan and convert supported HDRP/Lit materials into PRISM materials without replacing source assets by default.

Roadmap preview

What's Next

View full roadmap
In Developmentv2.0.0v2.0.0 Surface Platform

Dynamic Surface Influence

Develop a native runtime surface-influence system for PRISM that propagates effects such as corruption, frost, wetness, scorching, and organic growth across connected environment surfaces.

In Developmentv2.0.0v2.0.0 Surface Platform

Atlas-Aware Multi-Region Materials

Develop atlas-aware multi-region PRISM materials with UV0 region classification and independently authored PBR regions, including region-mask authoring and atlas/trim-sheet conversion workflows.

Artist workflow

Start focused. Refine in context.

Build the material, shape the surface, place the detail, then inspect the result in context.

  1. 01Material
  2. 02Configure surface
  3. 03Place detail
  4. 04Scene result

Output workflows

Choose the detail
that fits the surface.

One PRISM Surface Tool can route sources to both output types, so a receiver can use the appropriate result for each kind of mark.

OutputBest forConsider
Mesh QuadsExplicit card geometry and alpha-cutout surface detail.Inspect fitting at hard edges and use a practical Surface Lift.
HDRP DecalsProjected detail that participates in HDRP decal channels.Keep Projection Depth tight and inspect corners, thin geometry, and nearby receivers.
Mixed outputDifferent source textures that need different output types.Configure source routing, then Generate and Clear both output groups together.

Material system

A material stack that stays aligned.

PRISM Surface materials use fixed triplanar mapping with World or Object mapping space, plus UV Variation, Pattern Variation, and Stochastic Tiling for reducing repetition. Base, Mask, Normal, Detail, and Emission maps stay aligned as one material stack.

Explore PRISM materials

World / Object triplanar mapping

UV Variation

Pattern Variation & Stochastic Tiling

Aligned map layers

Material From Image

Bring an image into the material workflow.

Start from a readable photograph, illustration, scan, painted texture, or another usable image. PRISM Material From Image creates compatible maps and a PRISM Surface material, with optional bridge assets for scatter profiles.

Read the Material From Image guide

Material Converter

Bring compatible materials into PRISM.

Scan a loaded scene or selected objects, review compatibility and mapping warnings, then convert supported HDRP/Lit materials into new PRISM assets. Replacing renderer assignments is optional and can be undone in Unity.

Read the Material Converter guide

Artist documentation

Ready for the full workflow?

Browse the PRISM Surface manual for requirements, tool controls, practical recipes, material conversion, materials, troubleshooting, and the public AI content notice.

Open documentation

FAQ

A few common questions.

Can Mesh Quads and HDRP Decals be used together?

Yes. Route sources individually and configure both output groups on one PRISM Surface Tool.

Are results deterministic?

Yes, when the receiver, input data, settings, and Seed remain unchanged. Change Seed for a different repeatable arrangement.

Does PRISM Surface support URP?

No. PRISM Surface v1.1.0 is HDRP-focused.

Is Material From Image limited to photographs?

No. It accepts readable images, including photographs, scans, illustrations, and painted textures.

Is Blue Noise required for Stochastic Tiling?

No. Stochastic Tiling uses deterministic procedural cell seeds.

Does the tool modify the source mesh?

No. PRISM Surface samples the MeshFilter’s shared mesh and creates generated output. Clear removes that generated output.

Delivery status

Release status and
submission notes.

Review the current release status and its release notes.

Submitted Release

v1.1.0

Pending Asset Store Review

Release notes

  • Scene and material review

    Scan loaded scenes, including inactive renderers, or selected GameObject hierarchies; shared materials are listed once and classified as Already PRISM, Fully Convertible, Convertible With Adjustments, or Unsupported before conversion.

  • Supported material conversion

    Convert supported HDRP/Lit Opaque, Alpha Clipped, and Transparent (Alpha blend) materials into new PRISM assets; supported Surface Type state is carried into the destination, and the source material remains unchanged.

  • Optional renderer replacement

    Renderer-slot replacement is off by default. When enabled, it updates scanned slots after conversion; Unity Undo restores the assignments while leaving generated PRISM assets available.

  • Material mapping and diagnostics

    Supported Mask Map channels and remap ranges are transferred to PRISM; when no Mask Map is assigned, supported Metallic, Smoothness, and Ambient Occlusion scalar values provide the corresponding fallback.

  • Material Tool reliability

    Improved Material Tool persistence and responsiveness.

  • Documentation and conversion review

    The manual now includes a dedicated Material Converter guide with overview, compatibility-review, before, and after screenshots. Converted HDRP UV-mapped materials use PRISM triplanar sampling, so texture scale or orientation can change; atlas, trim-sheet, baked-layout, and other UV-layout-dependent materials require artist review.

View release history
  • v2.0.0 · Released
  • v1.0.0 · Pending Asset Store Review

Next step

Build a more authored surface.

Start with the PRISM Surface manual and explore the workflow at your own pace.