---------------> 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