There are several features this shader has. It works by mixing 4 tileable materials using a RGB mask, and at the same time making use of a unique occlusion and normal maps (the normal map is then blended with detail normals controlled by the RGB mask). Apart from that, Unity automatically loads all the textures, settings and materials directly from SP, which is very convenient.

The only drawback I’ve noticed so far is that the textures are generated every time the game starts, which increases the initial load time. But this problem can be resolved by assigning the regular bitmaps manually, if necessary.

Architecture

N: I sketched a general outline of the exterior, which consists of three parts, and we broke this plan down further into smaller modular parts.