Documentation/Tutorial/Demo: https://www.youtube.com/watch?v=pq5R3ZRzHgU
Dynamic Grunge and Instanced Sign System is a Material system for instanced signs with dynamic or static grunge.
For flat signs it keeps them all on the same plane mesh and uses the same material. It is customized via custom primitive data for everything from dirty edges, grungy middle, emissive amount, color, normals, roughness, uv placement and many other features.
Included is a tool that allows you to keep all your signs on the same texture atlas. It does this by allowing you to select your mesh, click the bottom left, and upper right of the sign you want to apply on the current mesh. This automatically adjust the Custom Primitive Data values on the current mesh and allows the material to place the sign using those values.
The benefit of this is keeping things on 1 mesh, no uv work to change the signs, better for performance, draw calls, and instancing. Same material and same mesh to be instanced across many different signs.
This product supports Nanite for Unreal Engine 5.0+ and is enabled on static meshes by default, but is not necessary.