Bent Normal Maps

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karoliso
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Joined: Wed Jan 17, 2018 1:07 pm

Bent Normal Maps

Post by karoliso »

Good day all.

I am curious how one would go about implementing a PBR shader with bent normal maps. I am aware Unity 2018 will ship with a new standard shader that will support such a feature, but I would like to make use of bent normal maps ASAP.

Any information is appreciated.

Reference for expected result: https://twitter.com/KnaldTech/status/971893442493272069
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Amplify_Borba
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Joined: Mon Jul 24, 2017 9:50 am

Re: Bent Normal Maps

Post by Amplify_Borba »

Hello, even though this should be achievable through the use of Shader Templates, I would recommend waiting for official support of the new SRP, although we already support Lightweight for this specific case the HD would likely be best suited.

We're working into updating our Wiki with more information regarding SRP and Multi-Pass, which has recently been implemented into ASE.

I'll be sure to get back to you once more information is made available, thanks!
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Amplify_Borba
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Joined: Mon Jul 24, 2017 9:50 am

Re: Bent Normal Maps

Post by Amplify_Borba »

Hello, we've recently updated our wiki with additional information regarding Multi-Pass, including an example outline shader and detailed information about Unity's Lightweight SRP support.

Node-wise, multi-pass shaders work exactly like single-pass ones, and you can check our Lightweight SRP samples included in the main package for reference.

Our Template-specific nodes ( Template Parameter, Template Vertex Data, Template Fragment Data, Template Multi-Pass Switch ) only need some extra configuration in order to select the correct subshader and pass to retrieve data.

Please let me know if this helps, and if you require any further information, thanks!
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