SOIL - Interior Master - Atlas/Shader-Parallax Solution - URP

---------------> INTERIOR MASTER TRAILER on YOUTUBE

Advanced Atlased Parallax Interior Mapping Shader Solution for Unity URP

One material! Per-instance control! Efficient batching! 1 Draw call! Supports wparallax cubemaps!

InteriorMaster is a set of Tools that work together to bring you Fake Interiors to the next level:

A sophisticated shader for AA and AAA games with tons of options for endless cubemap variations

A script that controls per object material properties of the shader (each object has it's own material settings by sharing one atlas texture)

A custom atlas generator that helps you spare unecessary pixels and lets you set your own face-order! H-Cross, V-Cross and wparallax cubemaps supported!

A smart batching system to reduce draw calls of custom meshes, that helps you batch your own meshes


🚀 Batch endless variants into 1 draw call

🚀 Most Advanced Parallax Shader on the Asset store

🚀 Built for Unity 6+ URP (Not compatible with Unity 2022.x!)

🚀 Supports wparallax Cubemaps


Shader Features:

  • Shader Passes: UniversalForward, DepthOnly, DepthNormals (optional), MotionVectors (optional)

  • Instancing: Full GPU Instancing + DOTS Hybrid Renderer support

  • All per-instance properties via MaterialPropertyBlock (single shared material)

  • Cubemap Atlas: Up to 4 atlas textures, configurable face layout (columns, rows, faces per cubemap)

  • 7-face cubemaps: 6 sides + center alpha plane (e.g. curtains, furniture)

  • Additional front alpha plane with independent offset and rotation

  • HDR Interior mode: alpha-encoded intensity for emissive room lighting

  • PBR Overlay Surface: Albedo (RGBA), Normal Map, Metallic/Smoothness Map

  • Overlay Atlas: Separate atlas texture with configurable grid layout

  • Per-face control: hide, flip, rotate (90-degree steps), enable/disable overlay independently

  • Per-face atlas index override for mixing different rooms on a single mesh

  • Raytraced Interior Shadows with distance-based softness and 3 blend modes (Multiply, Overlay, Normal)

  • Interior shadow integration with Unity's main light realtime shadow maps

  • Environment Reflections with 3 blend modes (Additive, Screen, Multiply)

  • Rim Light with 4 blend modes (Additive, Multiply, Overlay, Screen)

  • Full lightmap support (static, dynamic, shadow mask, light probes, APV)

  • SSAO, Decal, Light Cookies, LOD Cross-Fade, Fog support

  • Depth Axis selection (X, Y, Z) and offset parameters

  • Parent Batcher: Normalizes child quads to shared unit mesh + bakes vertex offsets for GPU instancing

  • Mip-aware UV shrinking to prevent atlas seam bleeding!

  • Position-based UV compensation for correct overlay mapping on non-uniform quads

  • Atlas Generator editor tool

  • Supports Unity Primitives, and custom 4-vertex meshes

...and much more!


Support E-mail: antigollos@hotmail.com

Discord Support: https://discord.gg/E4ybgzXZ