Procedural Ad Shader

I developed this shader to display ads and signage across large, modular urban environments. It’s designed to work seamlessly with instancing, allowing for flexible placement and quick content swaps using array textures.

The shader adapts to various surface like garbage cans, light poles, and billboard by using world-space vertex localization to dynamically generate UVs, regardless of mesh shape or size. It also supports triplanar projection for prop variation, enabling scalable material control across massive open worlds.

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Procedural Skyscrapers Shader