Michael Kinsey
DRAFTDashed boxes are placeholders. Each one names the capture it needs. Price, versions and numbers are TBD.

MK SSDM+

Unreal Engine plugin · Screen space

Screen space displacement and contact shadows that finally agree with each other.

UE 5.8 · Win64 Plugin only · no engine changes Nanite not supported Price TBD

NANITENot supported. SSDM+ works on regular, non-Nanite meshes and landscapes.

01 · Before / after

Drag to compare

Left is the stone wall with normal mapping only. Right adds SSDM+ displacement and contact shadows, including a decal that writes its own height.

Stone wall with SSDM+ off: flat surface Same wall with SSDM+ on: displaced stones and a displacement decal
SSDM+ OFFSSDM+ ON
In-engine · same camera and lightDrag the handle
02 · What it does

Lots of depth, little cost

Add one node to a material and it displaces. Everything below ships in v0.1.

03 · Modes

Use one or both

Pick a mode in Project Settings. Tune everything else in the MK SSDM Plus Settings panel, or with one quality preset from Low to Epic.

SSDM only

Screen space displacement from the height buffer, with your existing shadow setup.

Contact shadows only

Height-aware contact shadows without displacement. Fixes self-shadowing on surfaces using pixel depth offset.

Both

Displacement and shadows read the same buffer, so the shadows always match the displaced surface.

04 · How it works

One height buffer

Materials write height through a custom output. A custom mesh pass fills the buffer using the main view's existing culling, so there's no second scene traversal. Both effects read from it.

Materialscustom height output Decalsdeferred + mesh Height buffercustom mesh pass SSDMdepth overlap fix Contact shadowsheight-aware Finalimage
05 · Proof & specs

The numbers

Measured with stat gpu; each pass shows under its own MKSSDM label. Dashed values are placeholders.

GPU cost

Medium preset · test scene TBD
Pass1080p1440p4K
MKSSDM Height— ms— ms— ms
MKSSDM Smooth + Scatter— ms— ms— ms
MKSSDM Resolve— ms— ms— ms
Contact shadows— ms— ms— ms

Specs

What you get
EngineUE 5.8
PlatformWindows (Win64)
Version0.1
TypeC++ code plugin
ModulesMKSSDMPlus, MKSSDMPlusMeshPass, MKSSDMPlusEditor
Engine changesNone
NaniteNot supported
SettingsProject Settings, settings panel, console variables
Quality presetsLow, Medium, High, Epic
TAA / TSRWrites displaced depth and velocity
IncludesDemo map with RVT landscape
AuthorMichael Kinsey
06 · Questions

FAQ

Full setup lives in the docs: quick start, settings reference, troubleshooting and licence. Read the docs →

Does it support Nanite?

No. SSDM+ does not support Nanite meshes or Nanite landscapes. Use it on regular, non-Nanite geometry.

Do I need a source build of the engine?

Draft: confirm before launch. The plugin makes no engine source changes.

Does it work on RVT landscapes?

Yes. Contact shadows read height written into the RVT, where stock contact shadows lose pixel depth offset.

Which engine versions are supported?

UE 5.8 on Windows at launch.

Available on Fab

Get MK SSDM+