Master Material VFX *FREE USE* UNITY

Hi everyone,

I want to share with you a free-to-use asset. It’s a shader that I’ve been adding features to whenever I needed them until it reached this point. This shader is intended solely for educational purposes; it is NOT OPTIMIZED and may cause some issues if you use it in projects, but it has been very helpful to me for working on and creating my own effects.

Here’s a video where I demonstrate the features—there’s no audio or anything; it’s just a guide in case you don’t understand what I’m explaining in this blog post.

We’ll start from the top and work our way down.


<This is the basic setup for your material>

Cull ----> Render one face or both

BlendMode ------> Controls the blend factor of each component going into the blend

Wrap ------> If u want the texture tiled or not

Depth Fade -----> Jarring edges where translucent objects intersect with opaque surfaces

Offset Camera -----> Move The mesh in front of the camera


Main Text -----> Texture

TO_Main -----> Tilling and offset of the texture

Rotate -----> Rotator of the Texture ( 1.57 = 90º / 3.14 = 180º )

OffsetCustomVertex -----> Activate this to control the offset manually in the custom data

ColorIn ----->1st color blended

ColorOut ----->2nd color blended

ColorInBack -----> 1st color blended in the back face

ColorOutBack -----> 2nd color blended in the back face

RGB Channel -----> to use the RGB

Alpha Channel -----> to use the Alpha

Vertex Color -----> The particle system can put the color on your texture

Polar Coordinates -----> Activate the polar Coordinates of the texture


DissolveText -----> Texture used to dissolve the main

TO_Dissolve -----> Tilling and Offset of the Dissolve texture

BlueChannelDissolve -----> If u have a dissolve texture in the blue channel of the texture you can activate it

DissolveLerp -----> Lerp between the main texture or the dissolve texture to dissolve it

SmoothDissolve -----> smooth edges in the dissolve


Flow Map -----> Texture to distort the main

TO_FLow -----> Tilling and Offset of the Flow Map

PowerFlow -----> Power of the distorsion


Mask -----> Mask texture

PowerMask -----> Power of the texture

RotatorMask -----> Rotate the UVs of the mask

Pan_UV_Mask -----> Panner the texture

TO_Mask -----> Tilling and Offset of the mask

Multiply/SubtractMask -----> Change the operation of the mask, the subtract give you a different result

GradientMask -----> Activate the gradient mask, used only if you dont have a gradient texture or you need to used together with the mask texture

Gradient X/Y -----> Change the gradient in the different coordinates

Control Gradient Left/Down -----> Control the gradient

Control Gradient Right/Up -----> Control the gradient


<This texture only i use it to do a different gradients and make the color less flatten>

RampColor_On -----> Activate the check if u want to use it

RampColor -----> The texture of the ramp color, you can use a color or a gradient to do different effects

TO_RampColor ----->Tilling and Offset of the Ramp

UVTexturedRampColor -----> This check allow the texture to put the colors playing with the gradient of the texture ( An example, if u have a gradient that has red and goes to green this gonna take the black and white of the main, so the black part will be red and the white green, if the main has a gradient it gonna do the lerp.)

PolarCoordRampColor -----> Activate the Polar Coordinates of the UV

PowerRamp -----> Intensity of the Ramp

RotatorRampColor -----> Rotate the UV


<As the name says is a texture i use to add to the main and give it more randomized>

AddedText_On -----> Activate the check if u want to use the added texture

AddedTexture -----> Texture

ColorAdded -----> Color of the texture

TO_AddedText -----> Tilling and Offset of the Added Texture

PanningAddedText -----> Panner of the texture only works X and Y

IntensityAddedTexture -----> The Intensity of the texture

RotatorAddedText -----> Rotate the UV

PolarCoordAddedText -----> Activate the polar Coordinates


Fresnel_ON -----> Activate the check if u want use the fresnel effect

RimMin -----> Adjust the minimum of the Rim

RimMax ----->Adjust the maximum of the Rim

RimSmooth -----> Smooth the edges of the Rim

SubtractFresnel -----> Do the One minus to the Fresnel

RimIntensity -----> The intensity of the Rim


If you want to dissolve the texture from the particle system remember activate this option

And check the Custom Data module

X -----> Dissolve

Y -----> GLow

Z -----> Offset Main X

W -----> Offset Main Y

Remember if u want to use Z and W activate the check box “OffsetCustomVertex” in the main Part


Note: " This shader might be a bit complicated for beginners but dont hestiate to ask any doubt"

Download Link: https://drive.google.com/file/d/1JoIH4lS7Y45Y2gNe9e7aj6-mHjuynSy2/view?usp=sharing

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