Publisher | Ember Glitch |
---|---|
File size | 364.55MB |
Number of files | 77 |
Latest version | 1 |
Latest release date | 2020-05-07 02:28:10 |
First release date | 2020-05-07 02:28:10 |
Supported Unity versions | 2018.4.2 or higher |
Blend numerous different materials with ease.
This pack includes 5 shadergraph shaders for mixing and blending materials with each other based on heightmaps.
- Layered Blending
This shader blends multiple material layers based on height and a transition phase (an intensity-based mask). The example shader has four different material layers which can be painted on the mesh using vertex colours.
- Triplanar Layered Blending
This shader is very similar to the Layered Blending but it uses the standard shadergraph triplanar node for sampling the material textures.
- AO Mixing
Even though the regular height blending works great in a lot of cases, the two materials still feel somewhat disconnected from each other. This shader addresses a lot of these issues by providing extra AO near the transition height, simulating the contact area where contact shadows often occur.
- Water Blending
A common trick to make your materials look more grounded and interesting is adding differences in roughness (smoothness). The shader will blend a material layer with a body of water at a specific transition phase.
- Tiling Break-up
The last shader shows a method to break-up texture tiling with non-regular textures. It works by sampling a texture twice and offsetting it by a low-frequency noise texture. Note that this will warp and distort the input texture a bit, hence this technique is not recommended for pattern-based textures such as bricks and tiles.
Contents:
- 5 shadergraphs, 13 subgraphs
- 15 textures.
- 4 Noise texture 256x256
- 6 prefabs
Notes:
No aditional software is required for this assets pack to function
The packages HDRP and Shadergraph are required for the shader to function.
There is no special technical requirement for this package.
This pack includes 5 shadergraph shaders for mixing and blending materials with each other based on heightmaps.
- Layered Blending
This shader blends multiple material layers based on height and a transition phase (an intensity-based mask). The example shader has four different material layers which can be painted on the mesh using vertex colours.
- Triplanar Layered Blending
This shader is very similar to the Layered Blending but it uses the standard shadergraph triplanar node for sampling the material textures.
- AO Mixing
Even though the regular height blending works great in a lot of cases, the two materials still feel somewhat disconnected from each other. This shader addresses a lot of these issues by providing extra AO near the transition height, simulating the contact area where contact shadows often occur.
- Water Blending
A common trick to make your materials look more grounded and interesting is adding differences in roughness (smoothness). The shader will blend a material layer with a body of water at a specific transition phase.
- Tiling Break-up
The last shader shows a method to break-up texture tiling with non-regular textures. It works by sampling a texture twice and offsetting it by a low-frequency noise texture. Note that this will warp and distort the input texture a bit, hence this technique is not recommended for pattern-based textures such as bricks and tiles.
Contents:
- 5 shadergraphs, 13 subgraphs
- 15 textures.
- 4 Noise texture 256x256
- 6 prefabs
Notes:
No aditional software is required for this assets pack to function
The packages HDRP and Shadergraph are required for the shader to function.
There is no special technical requirement for this package.