Continuing my streak of remaking existing Bioshock materials as a way to understand the style of the game and practice making my material "recipes" easily reusable with different patterns. I was inspired by the work of Vincent Derozier (the way he showcases his material recipes and makes them reusable across different patterns he creates) and Daniel Thiger (he often uses utility graphs with a chain of tile samplers to help with placement of tricky elements like in this case, the bullet holes) for this one. I've exposed parameters so the user can control which pattern the graph will use and they can also control the size of bullet holes, amount of bullets shown and their arrangement.
Everything has been rendered in Unreal 5 using Nanite Tesselation.