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Official Experimental Surface Gradient Bump Mapping

Discussion in 'Graphics Experimental Previews' started by bengrater_unity, Dec 16, 2022.

  1. bengrater_unity

    bengrater_unity

    Unity Technologies

    Joined:
    Jul 20, 2021
    Posts:
    1
    SGBM_Column.png

    Welcome to the Experimental Surface Gradient Bump Mapping discussion thread. You can use this thread to ask for help, share feedback, and have discussions about the package, concepts, subgraphs, and samples.


    Introduction

    Surface Gradient Bump Mapping is a framework for the layering and compositing of bump maps in Shader Graph. This provides a universal and cohesive approach to stacking bump contributions with support for multiple formats and UV sets.

    This is currently available in Unity as an experimental package containing Shader Graph subgraphs providing the following functionality:
    • Accurate order-independent bump map compositing
    • Supports any bump format - normal (tangent/object/world space), height and procedural
    • Supports multiple UV sets
    • Supports deformable geometry
    • Supports tessellation
    • Planar & Triplanar projected bump mapping
    • Post-resolve normals
    • Hex-tiled bump mapping
    SGBM_ShaderGraph.png

    We also provide a collection of interactive tutorial samples demonstrating the concepts and workflow. This is a great starting point for those new to surface gradients.

    SGBM_Samples.png


    Resources

    Requirements
    • Surface Gradient Bump Mapping 0.2.0 requires Unity 2022.1 or later, it is compatible with both HDRP and URP.
    • Surface Gradient Bump Mapping Samples 1.0 requires Unity 2022.1 and is for HDRP.

    Getting started

    For anyone starting out, we recommend checking out the Surface Gradient Bump Mapping Samples. This is a collection of interactive tutorial samples demonstrating the concepts and workflow of Surface Gradient Bump Mapping.
    1. Create a new 3D (HDRP) project.
    2. Add Surface Gradient Bump Mapping Samples via the Unity asset store.
    3. Choose to Import the project.
    4. Choose to Install/Upgrade dependencies, this will automatically install the main package.
    5. Import all the sample assets and settings.
    6. Open the Tutorial01_Stacking scene and hit play to begin the tutorial with audio narration.

    To install the Surface Gradient Bump Mapping package manually:
    1. Go to Window > Package Manager.
    2. Press the + button and select “Add package by name…”
    3. Enter com.unity.surface-gradient-bump-mapping and press Add.
    Also, be sure to check out the Surface Gradient Workflow page for an introduction to using the subgraphs in Shader Graph.


    Current state

    This is an experimental package. We want to hear from the Unity community while still having the flexibility to make fundamental changes based on that feedback. Therefore, future package releases may modify subgraph interfaces or contain breaking changes.


    What's next

    Some of the workflows and functionality enabled by Surface Gradient Bump Mapping encourage some new and interesting approaches to asset creation. We are eager to hear your experience using these features and workflows as part of your asset creation process.


    Feedback
    In terms of feedback, we're especially looking for:
    • Could the workflows benefit your asset creation and quality?
    • Is there anything about these workflows that is unclear or missing?
    • Are there any subgraphs that do not function as expected?
    • Are there any features or improvements that you would like to see?
    • Is the documentation clear?
    • Were the tutorial samples clear and easy to follow?
    • Any general feedback on using this in your Unity project (game/app/film/etc.)?
    Please share your feedback in this thread.


    How to report bugs

    As this is an experimental package, for now, please report bugs directly in this thread.

    For documentation errors, scroll to the bottom of the page where you found the issue and click “Report a problem on this page”.


    Thank you for your interest, we're looking forward to your feedback!
     
    Last edited: Dec 16, 2022
  2. vx4

    vx4

    Joined:
    Dec 11, 2012
    Posts:
    181
    can u do the same for order order independent transparency, like support different Imp like depth peeling, per pixel linked list , adaptive transparency and etc.:D
     
  3. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    5,060
    Woah this went unnoticed. Maybe could be added to the shader graph roadmap?
     
    Sean_Sher and bengrater_unity like this.
  4. Onigiri

    Onigiri

    Joined:
    Aug 10, 2014
    Posts:
    486
    how does it relates to the topic
     
  5. Onigiri

    Onigiri

    Joined:
    Aug 10, 2014
    Posts:
    486
    I also think it should be just merged to the sg package
     
  6. vx4

    vx4

    Joined:
    Dec 11, 2012
    Posts:
    181
    i dont know.:cool:
     
  7. doomquake

    doomquake

    Joined:
    Sep 2, 2019
    Posts:
    14
    fantastic demo - looking forward to more of these in the future. The old timey crackle on the text to speech was cherry on top
     
    Sean_Sher and bengrater_unity like this.
  8. Qleenie

    Qleenie

    Joined:
    Jan 27, 2019
    Posts:
    868
    Will there be future updates? Last version is nearly a year old, and package is experimental.
     
    Tigrian and vx4 like this.
  9. Qleenie

    Qleenie

    Joined:
    Jan 27, 2019
    Posts:
    868
    Just saw a small update was published, so it seems to be alive (a little bit).
    I did run some tests with it, and it gives much more pleasing looking normals compared to blending multiple normal maps with reoriented normals.
    I really would like to know about future plans and current pitfalls / known issues (as this is still experimental).
     
    DevDunk likes this.