A while back I posted about a mockup material that would auto-UV and pick a color based on the vertex normal.
Today I’ve updated this material to include some of the WorldGridMaterial features that come built-in with Unreal 4. What this adds is a checkerbox with camera distance dependent subdivision. The color now Lerps between wall and floor instead of clamping to one or the other, the original nodes are still available in the material if you prefer the other method.
The updated material is available in the tutorials repository on GitHub or you can grab a packaged download with just the uassets below.
Automatically aligns texture in world-space, 1 uv-tile = 1 editor unit (default is set to 50 units) colors based on surface normal to differentiate between walls and floors.
With thanks to ZangouR who sent me an updated version of this material!