Global Dirt - Scene Weathering & Aging Effect
Kronnect
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Age your whole scene in one click: dirt, dust, moss, metal aging and rust on every surface, placed where they would really form. Full-screen effect for URP. No shader or material changes.Global Dirt ages your whole scene in one click. Add one renderer feature and one volume override, raise a slider, and every surface gets dirt, settled dust, moss, dulled metal and rust, placed where they would really form, plus the color variation, sun bleaching and vertical gradient that make big surfaces stop looking like one repeated tile.Your materials, shaders, textures and lightmaps stay untouched: remove the effect and the scene is exactly as it was.Not a lens dirt effect: the dirt lives on the surfaces of your world and stays put as the camera moves or rotates.From the creator of Beautify, Global Snow and Volumetric Fog & Mist.✨ Advanced Procedural weathering effects:- Dirt that builds into a crust where rain never washes it away.-️ Dust that settles on whatever faces up.- Moss with its own PBR surface set: color, roughness and relief, anchored in world space.-️ Metal aging that dulls and discolors bare metal.- Rust with real corrosion relief and run-off drips below the patches.🎨 Color and tone:- Color Variation: hue, saturation and brightness shifts across meter-scale patches, with several patterns to choose from, so large walls, floors and terrain stop reading as one repeated tile- Sun Bleaching: fades and washes out the surfaces the sun hits, the way paint and plaster age outdoors- Vertical Gradient: darkens toward the ground or lightens toward the top, the grime line every real building hasAll three work on every rendering path and on any material, metallic or not.One master Intensity fades everything in and out, in the inspector or from script🧠 Smart placement:- Deposits follow shelter, cracks and world orientation: dust falls where it would fall, moss and rust favor the sheltered side- Metal aware: aging and rust only reach metallic surfaces, driven by the metalness your GBuffer already holds- Procedural, never tiled: every effect has its own seed and world offset in meters, so you can slide the patches until they land where the shot needs them- Bioluminescent moss: HDR emission from the moss alone, ready for Bloom🎯 Full control:- Presets: Dry, Grimy and Abandoned give you a complete look in one click. Built on top of URP volume profiles.- Zones: oriented box areas with soft borders, priority and weight. Keep a showroom clean in a dirty city, or limit the whole effect to chosen areas. No mask textures- Per object: one component anchors the dirt to a moving object, keeps an object clean, or gives it its own profile- Compare split view to tune each slider until just before you notice the difference- Standard URP volume parameters: blend between volumes, animate them, drive them from C# (scripting guide with examples in the online documentation).⚡ Performance:What is off costs nothing: Intensity at zero does not render at all, and any effect at Strength zero is skipped entirely.- Fast, Standard and High quality levels.- Zones out of view are skipped; pixels outside your zones leave the shader before any texture read.🔧 Works with your existing content:- Terrains, buildings, props and characters from any publisher, as long as the material is opaque and writes depth and normals.- Overlay cameras in a camera stack stay clean on purpose, so FPS arms and UI never inherit scene grime.- Includes a demo scene with ready URP settings.📖 Documentation | 💬 Support | 🎬 YouTube | 🏢 Publisher PageKronnect is dedicated to high-quality assets for Unity, with continuous updates and responsive support since 2015.Unity 6.3 or newerUniversal Render Pipeline 17 or newer, with Render GraphForward, Forward+ and Deferred rendering paths. Metal aging, rust and dirt thickness read the GBuffer, so they need the Deferred path; dirt, dust and moss work on every path although deferred+ provides the most accurate physically based results.Built-in pipeline and HDRP are not supported

