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
PRISM Surface · Product 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.
Create and edit PRISM HDRP surface materials with triplanar mapping, variation, anti-tiling, detail, emission, and artist-facing material controls.
Break visible repetition with UV variation, pattern variation, stochastic tiling, and coordinated material-layer sampling.
Scatter Mesh Quads and HDRP Decals deterministically across scene geometry with per-source control and mixed-output workflows.
Shape placement with masks, filtering, object detection, profiles, and preview tools before generating final surface detail.
Turn source images into PRISM-compatible material maps and materials through the guided Material From Image workflow.
Scan scene or selected materials, review compatibility, and convert supported HDRP materials into editable PRISM materials without overwriting the originals.
Expanded PRISM material controls for supported surface types, cutout and transparent workflows, culling, material fallbacks, and HDRP surface-mode authoring, including Mask Map remapping.
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.
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.
Refine the artist-facing scatter preview with clearer Scene view overlays and compact procedural-mask previews, while retaining exact diagnostic rays.
Broader material controls, clearer validation guidance, and improved compatibility workflows for PRISM materials.
More reusable per-entry rules and profile workflows for faster, more consistent scatter authoring.
Further refinement of material-driven placement filters and HDRP decal compatibility guidance.
Explore clustering, grouping, and additional procedural mask patterns for more varied surface distributions.
Explore stronger batching, profile-management tools, and optional baking workflows for generated surface content.
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.