
Beschreibung
ULTRA SURFACE SHADER V1.2
Ultra Surface Shader (USS) is a modular Unreal Engine 5.7 material system for realistic, cinematic, and production-ready surfaces.
USS includes five master materials across three material families plus five clean starting instances. Assign your textures, then enable only the mapping, stochastic, overlay, mask, cloth, Virtual Texture, or displacement features your material needs.
USS Base - single-surface PBR workflow, including a Base VT variant.
USS Blend - layered A/B workflow with BlendMask, Edge Mask, Height Mask, Edge Grunge, Dirt, Stains, mask-to-normal support, and blended displacement.
USS Cloth - cloth-focused fuzz color, optional fuzz mask, albedo-derived mask fallback, and view-dependent fabric response, including a Cloth VT variant.
Key Features
Advanced Mapping with regular UV fallback and optional global Advanced 9-Plane Mapping
Optional Stochastic Tiling for selected Texture2D branches
Slot-driven texture handling for color, linear/packed, mask, normal, height, and displacement inputs
Hard or Soft Blend Masks with threshold, fade intensity, and matching soft height blending
Optional Base normal and displacement carry-through into the visible TopLayer
OKLab color adjustments with additional brightness headroom for dark source textures
Linear Gloss/Reflection workflow using grayscale reflection data
Five clean master material instances for Base, Blend, Cloth, Base VT, and Cloth VT
Packed texture support for ORM, ORD, MRD, and custom RGBA packing
Demo and showcase levels plus an updated English User Guide
Workflow Notes
Regular UV mapping remains the most exact and economical path for authored UVs, decals, trims, logos, and atlases.
Advanced Mapping and Advanced 9-Plane Mapping should be enabled only where projection-based mapping improves the result.
Soft BlendMask is intended for moss, residue, dust, coatings, and other gradual transitions. Keep it disabled for crisp damage and material separation.
Virtual Texture variants are included for Base and Cloth workflows.
Reflection inputs use linear grayscale/specular-style data; no separate colored metal-reflection branch is required.
Rendering Notes
Edge Finding is designed for Lit/raster rendering, not Path Tracer.
Displacement should be treated as a Nanite/Lit workflow.
No customer-installed code plugin is required.












