Showcase Asset Factory

Explore our high-quality assets designed for your projects.

Interactive Demo — Procedural Material

This is an illustrative demo, not the production pipeline. Everything below is computed in your browser, in plain JavaScript on a 2D canvas: gradient (Perlin-family) noise with FBM octaves builds a height field, a Sobel filter derives the normal map from it, and a point light that follows your cursor shades the result (Lambert + Blinn–Phong). It is deterministic — the same seed and sliders always produce the same image. No network request is made, no library is loaded, and nothing here is generated by the Asset Factory models: the production pipeline combines diffusion-model synthesis, an external 4K upscaling stage and .unitypackage packing. This shows the principle, not the system.

Lit preview — move the cursor
Diffuse
Normal (Sobel)

Production Pipeline / Sample Output

Production PBR Pipeline: Procedural texture synthesis with multi-stage tiling verification and 4K upscaling for store-ready game assets. These are the actual steps behind the assets above:

  1. Base albedo synthesis: procedural base color at 1024×1024.
  2. Tiling verification: a wrap/offset test confirms the edges match seamlessly before anything else happens.
  3. Upscale to 4K: 4096×4096 through an AI upscaling stage. This step runs as an external tool in the production workflow — it is not a module inside the application (bringing it in-app is on the roadmap).
  4. Re-verification at 4K: the edge test is repeated on the upscaled material, because upscaling can reintroduce a visible seam.
  5. PBR map synthesis on the 4K material: Height, Sobel-filter Normal, Roughness, Metallic and Ambient Occlusion — computed after upscaling so micro-detail stays sharp.
  6. Export: automatic metadata and packing into a .unitypackage, with hand-written .meta files per map type (GUIDs + import settings).

Unity Asset Store Key Images

Unity Asset Store icon Unity Asset Store card Unity Asset Store cover