Arkerion Studios

Materials & Shaders

The hard surface shader and its moss, the lava emission shader and the procedural sky.

v1.1.0Last updated 5 Nov 2026

Shaders used

  • Most cliff themes: Shader Graphs/BlockyCliffs_ArkerionHardSurface
  • Lava theme: Shader Graphs/BlockyCliffs_ArkerionHardSurfaceEmission
  • Ground materials: Shader Graphs/BlockyCliffs_ArkerionSimpleLit

The pack also has preview materials for testing different surface looks.

ArkerionHardSurface

A stylized lit Shader Graph for rocks, cliffs and other environment assets. Its moss is projected in world space onto upward-facing and sloped surfaces, so you get natural moss without extra meshes or scripts.

  • Top-projected moss in world space, masked by slope
  • Moss from a colour or a texture, with soft edges
  • Detail normal support
  • Separate smoothness for the rock and the moss
  • Optional global moss override

Moss controls

  • MossEnabled – turns moss on or off
  • TopStrength – the overall strength of the top projection
  • TopSharpness – how sharp the top mask is
  • SlopeMin / SlopeMax – the slope range where moss appears
  • EdgeSoftness – softens the moss borders
  • MossColor – the moss tint
  • MossTex – an optional moss texture
  • MossUseTexture – switches between colour moss and texture moss
  • MossTexScale – moss texture tiling
  • MossBlend – how strongly the moss blends over the rock

Normal and surface controls

  • BaseNormalStrength – strength of the base normal
  • DetailNormal – an optional detail normal map
  • DetailTiling / DetailOffset / DetailStrength – tiling, offset and strength of the detail normal
  • BaseSmoothness / MossSmoothness – smoothness of the rock and of the moss

Global moss override

Global moss parameters change many materials at once: turn moss on or off everywhere, override its colour or texture, or quickly test a seasonal or biome variation across a large environment.

Lava emission

The Lava biome uses BlockyCliffs_ArkerionHardSurfaceEmission for the glowing lava parts. It looks best with your scene lighting and bloom, if your project uses post-processing.

Procedural sky

The pack includes a stylized procedural sky for Built-in, URP and HDRP. It uses a curved mesh instead of Unity’s standard skybox and has a sky gradient, a sun disc and glow, stars and animated clouds – no baked skybox texture.

  1. Assign the sky material to the provided sky mesh.
  2. Use a Directional Light in the scene.
  3. Keep the sun sync script active if the sky’s sun should follow the light: rotating the light then moves the sun.
  4. Adjust sky, sun, stars and clouds in the material.

The sky uses no volumetrics, raymarching or post-processing. It is fine for PC and can be used on mobile when set up reasonably.