I will create reusable material systems for your godot project


About this gig
Managing many materials in a project can quickly become messy & inefficient.
I will design a reusable material system for Godot using a Master Shader, that allows you to
create multiple materials through ShaderMaterials with customizable parameters.
This approach allows you to maintain visual variety while keeping your rendering pipeline efficient and organized.
Instead of writing many separate shaders, you will get one scalable shader framework that can power many materials across your project.
What this material system can include.
Depending on your needs, this material system can support:
- Color tint variation
- Roughness, metallic & AO control
- Normal map intensity control
- Per-instance random variation
- Noise-based texture variation
- Triplanar texture mapping
- Triplanar noise blending
- Fixed tiling textures using noise overlays
- Fixed tiling textures using cell bombing
- UV scaling, offset and rotation controls
- Detail textures
- World-space based snow and moss
- Channel packed ORM workflow
The system is designed to allow different levels of control, from simple adjustments to more advanced material variations.
Get to know Foyezes
3d game artist
- FromBangladesh
- Member sinceJan 2018
- Avg. response time1 hour
- Last delivery3 years
Languages
English
Other Game Development Services I Offer
FAQ
What will I receive?
A master shader designed for reuse. Reusing the same Shader within separate ShaderMaterials allows for easy controls and better performance. The shader will have clear parameter controls and organized shader code. You will also receive some example ShaderMaterials.
Can this system be reused across multiple assets?
Yes. The goal is to provide a single shader framework that can power many materials, reducing duplication and improving workflow. As well as improving performance, as the less unique shaders you have in your game, the better it performs.
Will I still be able to tweak materials individually?
Yes. Each ShaderMaterial instance can override parameters, allowing you to customize materials while still using the same shader.
Can this work with terrain or environment assets?
Yes. This system works well for environment assets, props, and terrain materials. The Triplanar Mapping system also makes texturing larger assets such or rocks or terrain easier.

