Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: FREE. The latest store price is FREE, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| FREE | Latest store price | |
| FREE | Unity First Price 2026-06-20 2026-06-27 |
Sale and bundle history
The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Texture Splatting & Bombing Toolkit
- Tools, Systems & Learning > Development Tools & Automation
- Theme > Realistic
- Art & Visuals > Textures & Materials
The Procedural Compositor
The tool allows you to assign up to four distinct texture sets and fuse them into a new material using two different assembly methods:
- Texture Splatting (Noise Blending): Combines layers using a master splat map driven by fractal (fBm) or cellular (Voronoi) noise. You can adjust the dominance, sharpness, and scaling of each layer to cross-fade them together (for example, blending a dirt texture into the cracks of a cobblestone material)
- Texture Bombing (Cloning): Takes a smaller input texture and stamps it across a background canvas. It applies randomized rotation, scale, and density to break up repetition and create an organic spread (for example, scattering pebbles, leaves, or damage decals across a floor).
Masking & Tiling Controls
To control how your materials blend, the toolkit provides a few procedural parameters:
- Noise Algorithms: Drive your splat maps using standard Fractal Brownian Motion (fBm) or Cellular (Voronoi) math.
- Domain Warping: Distort the noise coordinates to create marbled, swirling, or liquid-like shapes.
- Layer Dominance & Tiling: Adjust the percentage share of each layer. You can also independently tile the PBR inputs of each layer so their physical scales match before they are blended.
Synchronized PBR Blending
The compositor is built to handle complete physical material sets synchronously rather than just blending flat colors:
- Multi-Channel Auto-Slotting: Drag and drop folders of textures into the UI, and the engine will automatically parse the filenames to slot Albedo, Normal, Mask, and Height data into the correct channels.
- Reoriented Normal Mapping (RNM): Normal maps aren't just blended as standard color data. They are processed through a dedicated RNM kernel to properly preserve the steepness and curvature of the underlying tangent space vectors.
- Aspect Fill: If your input textures have different resolutions or aspect ratios, the tool center-crops them to match your target output bounds instead of destructively stretching the pixels.
- 2D GPU Preview: Preview your blended materials in a dockable 2D window before committing to a disk bake, and save your procedural configurations as ScriptableObject presets for later use.
Limitations & Scope
To make sure this tool fits your workflow, please note its limitations:
- Input-Dependent Quality: This tool does not generate base PBR maps from scratch, and it won't make a low-quality texture look high-quality. It only blends what you feed it. The output quality depends entirely on your input textures.
- Not a 3D Painter: This operates strictly in 2D texture space. You cannot paint directly onto meshes or models like you would in dedicated 3D painting software.
- Editor-Only: This is an offline asset generation tool. It is not meant for generating materials dynamically at runtime during gameplay.