Render unlimited of billboards/holograms/screens under a single draw call. Billboard Master’s atlased shader system lets you flood your world with endless animated variety without tanking performance!Does not work with Unity 2022.x!Built only for Unity 6.x and aboveNo HDRP, or Built-inBillboardMaster - Atlased Display Shader Solution for URPOne material. Hundreds of unique screens. One draw call.Turn any quad into a fully animated digital billboard, LED screen, or holographic display.BillboardMaster is a feature-rich atlased based shader system, that allows per object changes, like other effects, lighting, backlight etc, and comes with its own easy to use Atlas Generator, developed to give variety and performance for worlds or rooms with the need of many displays, billboards and signs. Everything runs on the GPU with zero scripting required.BillboardMaster handles everything inside the shader — ad cycling, transitions, glitch effects, LED overlays, and glass reflections etc.. All GPU-driven with full per-instance control via one script, that controls all the features.WHAT'S IN THE "BOX"?> Two shader variants: One for GPU Instacing, when using the same mesh/quad (can be scaled and will be batched) and One for SRP Batching when using custom meshes!> One script that controls the two shader types and gives you all the functions with inspector options, where you can change different settings for each object individually, such as different billboard ranges, effect types, etc.> ATLAS GENERATOR:BillboardMaster features its own Atlas Generator, allowing you to easily create your own texture atlases with a real-time preview window.Comes with a smart and simple system that allows you to connect smaller or equally sized but differently proportioned billboards to previous ones, so that no empty lines remain.With the feature to save and load custom configurations that remember everything, so you can make changes afterwards> EXAMPLE MATERIAL:Billboard Master includes a ready-to-use 4K texture atlas featured in the demo scene, along with a large collection of AI-generated original images in various aspect ratios, allowing you to quickly create your own custom atlases.Core Features:Atlas-Based Ad SystemSet up a single texture atlas (up to 32×32 cells) and let the shader cycle through your ads automatically. Configure display time, crossfade duration, and random phase offsets — every screen instance runs on its own schedule without any scripting.11 Transition ModesSeamlessly switch between ads using Fade, Directional Wipe, Slide, Noise Dissolve, Pixelate, Scanline Wipe, Hex Grid, Plank Wipe, Diamond Grid, Triangle Grid, or Scroller — each with adjustable soft edges, invert, and direction.5 Layered Glitch EffectsStack and combine five independent glitch layers for endless variety:Box-Liner Pattern — procedural block/line/dot distortionFBM Chromatic Aberration — per-channel RGB shift with fractal noiseBlock Row Shift — horizontal scanline displacementInterlace + Fault Line — VHS-style tape artifactsTape Noise — 3D Perlin noise corruptionLED Overlay & ScanlinesApply a scrollable LED matrix texture with Screen, Overlay, or Multiply blending. Add animated scanlines — horizontal or vertical — with smooth anti-aliased rendering.Backlight & GlowSimulate edge-lit or backlit screens with rectangular or radial glow, HDR color, adjustable edge curves, and mask inversion.Frame GridAdd a physical frame structure with beveled tangent-space normals, metallic, smoothness, and ambient occlusion — making flat quads look like real segmented display panels.Glass & ReflectionsLayer a PBR glass surface on top with Fresnel, adjustable smoothness and metallic values, plus procedural FBM noise for realistic surface imperfections and edge fading.Flicker & StrobeBring screens to life with sine-wave jitter and pulse modulation — perfect for malfunctioning displays or neon signage.18 Blend ModesEvery effect layer supports Photoshop-compatible blend modes: Screen, Overlay, Multiply, Color Dodge, Soft Light, Vivid Light, and 12 more.Performance & FlexibilityTwo Batching Modes — GPU Instancing (MaterialPropertyBlock) or SRP Batcher (CBUFFER) — pick what fits your project14 Compile-Time Toggles — Disabled features are stripped from the compiled shader. Use only what you need152+ Instanced Properties — Every parameter can be unique per instanceHalf-Precision Support — Optimized for mobile and SwitchFull Stencil Buffer Control — Reference, comparison, pass ops, read/write masksCustom Inspector — Clean toggle UI with build-time feature cullingPerfect For:Cyberpunk / Sci-Fi environmentsStadium & arena screensIn-game advertising systemsHolographic UI displaysRetro / VHS aestheticsLED walls & digital signageStorefront windows with glass reflectionsRequirements:Unity 6+ (URP)Shader Model 3.0+Technical FeaturesURP (Unity 6+) — Fully compatible with Universal Render PipelineTwo Batching Modes — GPU Instancing (MaterialPropertyBlock) & SRP Batcher (CBUFFER)Atlas Grid System — Configurable columns/rows (up to 32x32), region selection, flip X/Y, 4-step rotationAd Cycling — Up to 6 indexed slots with timed crossfade transitions and random phase offset11 Transition Modes — Fade, Directional Wipe, Slide, Noise Dissolve, Pixelate, Scanline Wipe, Hex Grid, Plank Wipe, Diamond Grid, Triangle Grid, Scroller5 Independent Glitch Layers — Box-Liner Pattern, FBM Chromatic Aberration, Block Row Shift, Interlace + Fault Line, VHS Tape Noise18 Photoshop-Compatible Blend Modes — Normal, Screen, Overlay, Multiply, Darken, Lighten, Color Dodge/Burn, Soft/Hard Light, Difference, Exclusion, Invert, Color, Luminosity, Linear/Pin/Vivid LightLED Overlay System — Scrollable texture overlay with Screen, Overlay & Multiply blendingScanlines — Animated, rotatable scanline effect with anti-aliased smooth derivativesProcedural Noise — Value Noise, Simplex 2D, FBM with configurable blend modesBacklight / Glow — Rectangular or radial glow with HDR color, invert mask & edge curve controlFlicker & Strobe Pulse — Sine-wave + hash noise jitter and pulse modulationFrame Grid Overlay — Configurable grid with beveled tangent-space normals, metallic, smoothness & AOGlass / Reflection System — PBR glass with Fresnel, procedural FBM noise for smoothness/metallic variation & edge fadingFull Stencil Buffer Control — Reference, comparison, pass operation, read/write masksTransparency Control — Configurable Src/Dst blend, ZWrite, Cull mode & render queue14 Compile-Time Feature Toggles — Unused features fully stripped from compiled shader152+ Instanced Properties — Full per-instance control via MaterialPropertyBlock or Material instancesCustom Inspector — Feature toggle UI, build-time culling, per-instance component controlHalf-Precision Support — Mobile-friendly with proper half typesAI was used to generate all the various billboards and sign that are included in the package!AI was used to generate all the various billboard & sign pictures (png files)


