Doctor PBR
Doctor PBR is an Unreal Engine plugin that checks materials, textures and lighting against physically based rules, live in the viewport, on assets and in CI. It colors every surface green, orange or red against the rules your team picks.
- Download link right after payment
- Free updates: [UPDATE POLICY]
- Support by Discord and email
- Refunds: [REFUND POLICY]
Secure checkout by [PAYMENT PROVIDER].
/overview
17 viewport views
PBR Overview, Albedo, Metallic, Roughness, Specular/F0, Normals, Invalid Pixels, Exposure (EV), Clay, Lookdev, Texel Density and UV Checker, and more.
Clickable eyedropper
Hold Alt+Shift over any pixel for exact values, the reason it fails and the closest real-world material; Alt+Shift+Click opens the material behind it.
Jump to the next problem
Ctrl+Alt+F jumps to the next problem in the shot.
Lighting checks
Exposure in EV stops with a histogram, scopes, A/B compare, a neutral grade and a lookdev kit with a ColorChecker measured against the real chart.
Asset audit
Right-click a folder to audit texture import settings, materials, meshes and level lights, with an explanation for every issue, one-click fixes and shareable waivers.
Team rules end to end
One profile drives the viewport, the audit, Unreal's Data Validation on save and a command-line check for CI with JUnit, HTML, JSON, CSV or Markdown reports.
Built for Substrate
Checks every layer of coated and mixed Substrate materials; classic materials work as well.
Editor only
Nothing goes into your packaged game, and your assets change only when you click a fix.
- Software
- Unreal Engine 5.5, 5.6, 5.7 and 5.8 (DirectX 12 and Vulkan)
- Systems
- Windows (Win64), Unreal Editor only
- Latest version
- [X.Y.Z]
- Last updated
- [DATE]
/support
Include your software version, your system and a screenshot or short recording. You will see status tags: open, planned or fixed.
Report a bug on DiscordAsk in the support channel. Customers get a role and priority replies.
Ask on DiscordDescribe the problem first, then the idea you have in mind.
Request a featureOnly when you click a fix or run the CI check with -Fix. Temporary viewport changes are undone before every save and never written to disk.
No. Both modules are editor-only.
Yes. With the Adaptive GBuffer it checks every layer of coated and mixed materials; with the Blendable GBuffer it checks the single stored layer.
The viewport views need the deferred GBuffer and say so when it is missing. The audit, scopes, lookdev kit and A/B compare still work.
Yes. Profiles are data assets or JSON, and waivers and budgets live in DefaultEditor.ini, so source control shares them.
Translucent surfaces are not checked in the viewport, though the material audit covers them. On Unreal 5.5 with Vulkan and no Resizable BAR, very large levels can exhaust GPU memory when texel density is on.
Unreal Engine 5.5, 5.6, 5.7 and 5.8 (DirectX 12 and Vulkan) · Windows (Win64), Unreal Editor only
[UPDATE POLICY: how long, and whether major versions are included.]
[REFUND POLICY: number of days and conditions.]
Open a post in the bug-reports forum on Discord, or email support@mirage3d.art with your software version, your system and a screenshot or short recording.
No match. Ask on Discord and we will add it here.
Already bought it? Email us from the address you used at checkout and we will resend your download link.
Resend my download/changelog
- [First release]