Give me motivation with reviews and i'll add Blend Presets that works like Smart Materials :)
Substance-style control. Unreal-native power. Since 4.27
Built on top of MaterialCraft - LayerCraft is a high-performance, production-ready Material Layering System built for artists and developers who want complete control without complex setups.
Whether you're working on environments, props, or modular assets, LayerCraft gives you an intuitive, scalable workflow for blending any number of materials — cleanly and efficiently.Most systems either oversimplify or overcomplicate. LayerCraft finds the balance:
Built like a toolkit — use only what you need.
Inspired by AAA workflows (tiling + trims + global effects).
Works out of the box, but customizable down to the bone.
This is your shader Swiss army knife. With a focus on customization and performance, from procedural blending to paint overrides, from level variation to cinematic surface response — LayerCraft scales with your vision.
Master Layer Logic: Create your layers with these basic steps: Layer Logic + UV Logic + Textures + Surface Adjustments
Master Blender Methods: Blend smart, work with required attributes, keep shaders lightweigth.
Blend Mask Logic: Procedural / Texture / Attribute / Noise / Manual paint. Overlay Masks or Breakup Method for transition mask.
DynamicCraft: Control exposed parameters through blueprint. Create variations in level, control in any game logic/cinematic
Key Features
Fake Displacement: Add depth without high cost. Don't fall behind, full support with UE4.27
World Projection: Single Sample for the cheapest and most advanced Triplanar methods.
Randomized Tiling: Atlas and UV offset support to kill repetition.
Blend Mask Logic: Combine procedural, texture, slope, AO, and hand-painted masks.
Attribute-Based Blending: Work only with needed channels (Color, Roughness, Normals, etc.) — no waste.
2-Channel Normal Map Support: Fewer texture samplers, better performance.
Dithered Variation: Add subtle noise and breakup for realism.
Surface Controls: Organized into Color / Deform / Detail / Response sections for fast tweaking.
All the textures and meshes are from Quixel, the product is only the Material.