Creating a Shader in which you can texture objects in-engine using pre-defined maps, mesh bakes, and grunge maps. I made this as a challenge on how to have the highest ammount of detail on a mesh uding the least ammount of texture memory as possible, be the re-using of 1k textures and grunges.
the complete texture memory size of this prop is approximately 15 MB, but since these are all re-useble tileble textures, the more props that are textured using this shader, the less texture memory is being used
let me know what you think
the core is finished and now i just need to add more controls for curviture and AO textureing controls