Alara Prime - Oasis Materials

The Oasis facade material I made for Alara Prime. I wanted it to be as versatile as possible to use for artists. It supports 4 layers of customizable materials and a top layer of sand by using vertex painting. All textures are picked from an array texture.
Most assets used a trim sheet texture, but that could easily be replaced with high-poly baked information for assets that required different detail.
The material can effectively swap each of the layers individually between being UV based and biplanar mapped to have both control over directional things like bricks while simultaneously cover seams with more noisy textures.
On top of this it also features a decal input where each of the different layer have individual masking setting.
Special thanks to Jon Micheelsen for helping me a bit along the way.

Painting in Unreal

Painting in Unreal

Trim Sheet used for most of our edges

Trim Sheet used for most of our edges

Overview of the material graph. A lot of the functionality is packed in subgraphs.

Overview of the material graph. A lot of the functionality is packed in subgraphs.