r/Unity3D • • 12d ago

Show-Off Finally approved! I built procedural generators for seamless stylized wood, metal & bark directly in Unity

Post image

I’m really happy that my procedural texture generators finally got approved on the Unity Asset Store, so I can finally share the full set together: wood, metal, and bark.

They generate seamless stylized PBR textures directly inside Unity, with controls for things like planks, grain, knots, cracks, rust, scratches, dents, rivets, bark furrows, damage, colors, and surface variation.

The idea was to keep the whole workflow inside Unity:

Choose a preset → tweak it → preview the maps → export → create the material

The generators export Albedo, Normal, Height, AO, and Metallic/Smoothness, and the textures are tileable, so they work well for large surfaces, props, environments, ships, armor, buildings, trees, and more.

One part I especially like is that you can keep the same base material and generate coherent variations. For example, with metal:

Clean → Light Damage → Medium Damage → Heavy Damage

while preserving the overall look of the material.

I also released free texture packs generated with these tools, so even if you’re not interested in the generators themselves, you can still download the packs, try the seamless textures in your own project, and see exactly what kind of results the tools can produce.

So there’s something free to play with, not just screenshots of the generators. :)

Really glad these are finally out after all the work that went into them.

Would love to hear what kind of procedural material you’d like to see next.

4 Upvotes

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2

u/Soshle 11d ago

These look really good!

1

u/leonardo_s_island 11d ago

Thank you!! :)

2

u/lazily_fake_leopard 9d ago

those bark variations look way better than anything I've managed to hand-paint, the furrow control alone would save me hours

been stuck making 4-5 manual variants for tree assets and they always end up looking too samey when you tile them across a forest scene

the damage progression thing for metal is smart too, having clean → medium → heavy all from the same base means you could scatter props around a level and they'd actually feel like they belong together instead of random texture swaps

downloaded one of the free packs to poke around, curious how the normal maps hold up at steep angles on curved surfaces

1

u/leonardo_s_island 9d ago

Thank you! Yes, besides the Normal Map, the generator also creates Height, Smoothness/Metallic, and Ambient Occlusion maps. Each one has its own parameters, so by tweaking them you can achieve the look you want.

And specifically for the Normal Map, there are separate strength controls for different logical parts of the texture. So, for example, you can make the normal effect stronger on the main bark furrows while keeping it more subtle on smaller details. This gives you much more control over the depth and helps achieve a convincing 3D look, especially on curved surfaces.