Overview

UBF provides a built-in library of shaders and materials intended to ensure visual consistency across different engines and experiences. These materials serve as defaults for common use cases (such as skin, hair/fur, and hard surface rendering) and are continuously expanded over time as requirements grow.

As each experience or game may have unique shading requirements, UBF also supports Material Overrides, which allow you to substitute UBF’s default materials with your own project-specific alternatives. This feature enables complete control over your asset’s final appearance, without sacrificing compatibility or integration with the UBF pipeline.

The core expectation when overriding a material is that your replacement shader should expose the same named properties as the default UBF material it replaces. This allows the UBF interpreter to correctly bind all expected parameters—such as textures, colors, and numeric values—automatically, even when using your custom material.

This gives you the flexibility to introduce custom stylizations (e.g., outlines, rim lighting, specific shading models) globally. For example, if your game uses a stylized cel-shaded look with outlines, you can override the default UBF materials to match your aesthetic. From there, UBF will automatically apply your custom materials and populate them with the appropriate data.


Engine-Specific Setup

Material Overrides are supported in both Unity and Unreal Engine using similar mechanisms. In both engines, overrides are defined in project settings by mapping UBF material names to custom materials or shaders. The interpreter will apply these replacements globally for all relevant UBF nodes that reference the original material.

The following sections detail the setup process for each engine.


Extending the UBF Material Library

If your experience requires a type of material that is not available in the default UBF library, you are encouraged to request support for new material types. Futureverse maintains and expands the material set based on real-world usage and feedback.