1. Personal project: Procedural, minimal and stylized horse shaders

Can a single Unreal Engine default texture be bent into producing infinite stylized horse coats? Yes.

The shader

  • 1x default UE texture

  • 1x material instance

  • Shader instruction count <300

  • Texture memory cost: 85KB

Coat iteration & authoring BP

  • One blueprint for authoring & iteration

  • Assigns custom primitive data

  • Saves new presets as structs

  • Fetches or shuffles presets

  • Per-category presets: Base coats, face markings, body markings

The shader

  • 2x default UE textures

  • Shader instruction count <220

  • Texture memory cost: 32KB

  1. The blankets (and halters)
  1. The horse shader

Vertex paint used for primary area masks: Base body gradients (G), hooves and face details (B), mane and tail (R)
Rest is done with object space masks and noise sampling.

Lean, scalable, simple systems for prototyping purposes to deliver endless variety with minimal asset bloat or authoring overhead.

So I could focus on the fun part; coat creation, not asset management.