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Unity Normal map compositing using the surface gradient framework in Shader Graph

Discussion in 'Shader Graph' started by mortenm, Nov 21, 2019.

  1. mortenm

    mortenm

    Unity Technologies

    Joined:
    Nov 6, 2015
    Posts:
    15
    Trying to correctly combine/blend two or more normal maps in a shader has historically been a difficult and frustrating problem. Particularly for bump maps of different forms such as tangent space, object space, triplanar projection, parallel projection (decals) or 3D texture.
    Traditionally real-time graphics has only supported tangent space normal mapping on UV0 since it is customary to compute one tangent space per vertex based on UV0.
    The surface gradient based framework defines a new approach which makes doing correct blends easy/intuitive to both technical artists and graphics engineers even in advanced scenarios where multiple sets of texture coordinates are used (procedural texure coordinates too) and different forms of bump maps as described above.
    Read more in this blog post.

    Morten
     
  2. laurentlavigne

    laurentlavigne

    Joined:
    Aug 16, 2012
    Posts:
    4,594
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