PRISM Surface · Product roadmap

PRISM Surface Roadmap

What PRISM Surface supports today, what we're building next, and what we're exploring for future updates.

PRISM Surface v1.1.0 is prepared for the next Asset Store submission. The v1.0.0 package remains under review until it is replaced. “Available Now” describes completed v1.1.0 capabilities, not a currently available download.

Available Now

Available NowMaterials

PRISM Surface materials

Create and edit PRISM HDRP surface materials with triplanar mapping, variation, anti-tiling, detail, emission, and artist-facing material controls.

  • PRISM materials
  • Material Tool
Available NowMaterials

Surface variation and anti-tiling

Break visible repetition with UV variation, pattern variation, stochastic tiling, and coordinated material-layer sampling.

  • Anti-tiling
  • UV variation
Available NowScatter

Procedural surface detail

Scatter Mesh Quads and HDRP Decals deterministically across scene geometry with per-source control and mixed-output workflows.

  • Mesh Quad scatter
  • HDRP Decal scatter
  • Mixed output
  • Anchored detail
Available NowScatter

Placement controls and previews

Shape placement with masks, filtering, object detection, profiles, and preview tools before generating final surface detail.

  • Masks & filtering
  • Object Detection
  • Profiles & previews
Available NowMaterials

Material creation from images

Turn source images into PRISM-compatible material maps and materials through the guided Material From Image workflow.

  • Material From Image
Available Nowv1.1.0v1.1.0 Material WorkflowMaterial Converter

PRISM Material Converter

Scan scene or selected materials, review compatibility, and convert supported HDRP materials into editable PRISM materials without overwriting the originals.

  • HDRP Migration
Available Nowv1.1.0v1.1.0 Material WorkflowMaterial Controls

Expanded Material Surface Controls

Expanded PRISM material controls for supported surface types, cutout and transparent workflows, culling, material fallbacks, and HDRP surface-mode authoring, including Mask Map remapping.

  • Surface Types
  • Mask Map Remapping

In Development

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.

Planned

PlannedPost-v2.0.0 Near Term

Scatter Preview Refinements

Refine the artist-facing scatter preview with clearer Scene view overlays and compact procedural-mask previews, while retaining exact diagnostic rays.

PlannedPost-v2.0.0 Near Term

Expanded Material Authoring & Compatibility

Broader material controls, clearer validation guidance, and improved compatibility workflows for PRISM materials.

PlannedPost-v2.0.0 Near Term

Reusable Scatter Rule Profiles

More reusable per-entry rules and profile workflows for faster, more consistent scatter authoring.

PlannedPost-v2.0.0 Near Term

Material Filtering & Decal Refinements

Further refinement of material-driven placement filters and HDRP decal compatibility guidance.

Exploring

ExploringFuture Surface Platform

Clustering & Richer Procedural Masks

Explore clustering, grouping, and additional procedural mask patterns for more varied surface distributions.

ExploringFuture Surface Platform

Performance, Profiles & Optional Baking

Explore stronger batching, profile-management tools, and optional baking workflows for generated surface content.

ExploringFuture Surface Platform

Surface-Aware Masks & External Integrations

Explore longer-term generic mask inputs such as vertex paint, RenderTexture masks, terrain splat masks, and shader-generated masks, with future adapter hooks for external and runtime providers.

Roadmap items may change as development evolves. Planned and Exploring items are not release-date commitments.