I wanted to try and create a Stamp Shader that was mobile friendly (no decals), while also giving me the chance to finally jump into UE5. I recorded a brief Example video of what this first test iteration of the Stamp Shader can do, while also showing a quick "ingame" video to see how well the quality holds up. This was a super fun break from my day to day work and it was a great way to ramp up into UE5!
Thanks to Alistair Braz for the help as well!
More details about the Shader and Workflow:
- Mobile friendly, does not use Mesh Decals / Decals of any kind
- Shader Workflow uses Meshes RGB Vert Values + 2 UV Channels
- 1st UV = Stamp Normal Unwrap
- 2nd UV = Unique Unwrap for tiling Patterns, Wear and Roughness Maps + Lightmap
- Mesh Vert Colour Controls: R = Main Colour Sets, G = Pattern Set, B = Roughness Value
- 4 Reusable Textures (can reduce / add more depending on optimization needs)
- Texture 1 (uv0) = Stamp Normal
- Texture 2 (uv0) = Stamp Control Texture (per channel = AO, Curvature, Accent Colour Mask)
- Texture 3 (uv1) = Pattern Texture (each channel is a small tileable pattern)
- Texture 4 (uv1) = Wear / Roughness Texture (per channel = Base Wear, Paint Strokes, Scratches)