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Editing the masters

Advanced users

You never need to edit the masters: everything is set in Material Instances. Changes inside _Core are overwritten when you update a Kurin pack from Fab.

Safe way to make your own version

  1. Duplicate the master into your own folder outside _Core and edit the copy.
  2. Read the yellow README block in the top-left corner: what the graph does, its switches and the order of its blocks.
  3. Add your feature as its own block in the add-on chain: surface looks (paint, grime) before Cover and Weather, so snow and rain stay on top; always before the green Break → Make Material Attributes output block.
  4. Take Material Attributes in, give Material Attributes out. Do not wire into the Make node or the Output directly: keep one output point.
  5. Put it behind its own Use X? static switch, so it costs nothing when off.
  6. Fill Desc on every new parameter: it becomes the tooltip in the instance.
  7. Click Apply and test in an instance with the switch on and off.

Reading the graph

Comment color Meaning
Grey Inputs and parameters
Blue Textures, UV, tiling
Teal Core logic
Orange Optional feature behind a Use X? switch
Purple Custom HLSL
Green Output
Red Debug
  • Shared values travel through named reroutes: Ctrl+F the name to find where it is set and used.
  • Logic lives in the MF_ functions; masters only connect them. See Architecture.
  • If you change a function, add new inputs at the end and never remove or reorder existing ones, or the masters that call it break.

Custom HLSL

  • Purple blocks are Custom nodes. After editing, Apply shows errors; Window > HLSL Code shows the generated shader.
  • To check the code outside UE, compile it with DXC (dxc.exe -T ps_6_0) wrapped in a small function.