Ali Shantia(Sepinood) - Procedural Material Layers

:warning: Note: videos were recorded using an earlier folder structure.

The project has since been reorganized to meet Fab / Epic standards.

Only asset locations changed — functionality and workflows remain the same.

Procedural Material Layers

A production-ready procedural layered material system for Unreal Engine 5, built on Material Layers and Material Functions to create highly customizable, performant PBR materials. Designed for environments, props, architecture, vehicles, and more.

Features advanced transition techniques such as 4-channel vertex painting, breakup textures, DFAO, height and albedo blending, procedural noise damage, gradient and side-selection masks, plus studio-proven visual effects like dirt, decals, peeling effects, and fake shadow layers.

Refined through real production use, this system helps artists build high-quality scenes faster—without endless manual blend tweaking.

Visual Documentation: A guided tour of the "Procedural Material Layers" pipeline.

Video Demonstration: Watch the videos to see how it works.

Support topic: ask direct questions in our support section. We’re here for your workflow.

  • Procedural Focus: Heavy emphasis on non-destructive, parameter-driven workflows. Layers can be stacked, blended with height/vertex/masks, and adjusted procedurally—no baking required unless desired.

  • Performance Optimized: Uses efficient Material Functions and instancing for clean graphs, reduced compile times, and runtime efficiency. Compatible with Nanite, and Substrate (where applicable).

Key Features

  • Modular Material Functions Library: Organized into categorized folders for easy navigation and reuse:

    • Adjustment: Advanced controls for Albedo, AO Injection, Emissive, Height, Normal, Opacity (including masks), ORM adjustments, Overlay ORM/Dirt, Specular, and SSS—allowing fine-tuned post-processing on any layer.

    • Setup: Utility functions for base UV management, height blending, RGB channel workflows, world-aligned normals, and triplanar UV alignment for seamless projection on complex geometry.

    • Tech: Technical tools like fake shadows, camera fade, mesh edge wear masks, normal peeling, random per-object variations, and Fresnel effects for added realism.

    • Transform: Procedural UV transformations including base UV overrides, atlas mapping, procedural/transform variations, triplanar mapping (single/multiple passes) for non-UV'd meshes.

    • Transition Mask: Extensive masking tools for smooth layer blending—basic vertex paint, breakups, combined masks, DFAO, extra UV channels, height lerps/blends, linear/gradient masks, procedural noise damage, side selection, and switch/transform masks.

    • Base Materials: A collection of ready-to-use Material Layer Instances as starting points, including metals, bricks, concrete, plaster, stone, and wood—rendered with high-fidelity PBR properties.

    • Example Content:

      • Maps: Sample levels demonstrating overview, tech samples.

      • Meshes: Variety of static meshes (boxes, buildings, cathedrals, modular kits, rocks, stairs, tunnels, vehicles, walls, windows, etc.) for testing layers on real-world geometry.

      • Layered Material Examples: Pre-built layered materials like base materials, all-features demos, background blends, layer blends, and master layer instances.

  • Benefits for Artists & Developers

    • Rapid prototyping of complex materials (e.g., weathered metal with dirt overlay, edge wear, and procedural damage).

    • Easy customization via Material Instances—tweak colors, roughness, normals, masks, and blends on the fly.

    • Reusable across projects: Mix and match functions to build unlimited variations.

    • Great for archviz, games, cinematics, and open-world environments needing consistent yet varied surfaces.

⚠️ Note: All textures used in this product are sourced from Poly Haven (polyhaven.com).

Please ensure proper attribution in your projects according to their CC0 license.

👨‍💻 About the Developer

Website: Alishantia

Products: Unreal Marketplace Profile


Hi fellas,

quick note: the videos were recorded with an older folder structure. .The project was later reorganized to meet Fab/Epic standards, but all materials and workflows work exactly the same :slightly_smiling_face: