5 seamless 4K PBR sci-fi wall panel textures, clean & damaged variants, with neon emission, built for Universal Render Pipeline (URP).This package includes pre-made Materials using the URP Lit shader with MaskMap channel packing (R=Metallic, G=Occlusion, B=Smoothness). These Materials will not work correctly if applied directly in Built-in or HDRP projects without reconfiguration. The raw texture maps themselves can be used in any pipeline.Sci-Fi Wall Panel 03 - Dark Industrial is a set of 5 seamless, tileable sci-fi wall panel PBR textures, each provided in a clean and a damaged (rust/wear) variant, for a total of 10 unique textures with emissive neon accents.Every texture includes a full PBR map set at 4096x4096 (4K): BaseColor, Normal, MaskMap (Metallic/Occlusion/Smoothness, URP packing), Height and Emission. The package includes 10 ready-to-use Materials configured for the Universal Render Pipeline (URP) and a demo scene showing all variants applied to wall geometry.Requirements: Universal Render Pipeline (URP) only - not tested with Built-in or HDRP. A Bloom-enabled Post-Processing Volume is required for the neon Emission accents to glow correctly; without it the emissive areas remain visible as a flat bright color.10 unique textures (5 clean + 5 damaged variants)Resolution: 4096x4096 (4K), PNGPBR maps: BaseColor, Normal, MaskMap (Metallic/Occlusion/Smoothness), Height, Emission10 ready-to-use URP Materials (.mat)1 demo scene included (Demo_WallShowcase)Workflow: Metallic/SmoothnessVerified seamless/tileableUniversal Render Pipeline (URP) onlyThe base albedo textures were created with the assistance of generative AI tools, using prompts describing a flat, seamless, industrial sci-fi wall panel. All other PBR maps included in this package - Normal, Height, Emission and MaskMap (Metallic/Occlusion/Smoothness) - were calculated algorithmically from the generated BaseColor texture (a Sobel filter for Normal, luminance for Height, color thresholding for Emission and Metallic) without any additional AI involvement. The Unity Materials, the demo scene, and the promotional images were assembled manually/by script in the Unity Editor and through standard image processing, without generating new content with AI.


