About Surface Gradient Bump Mapping
Surface Gradient Bump Mapping is a framework for the layering and compositing of bump maps in Shader Graph.
This package provides a universal and cohesive approach to stacking bump contributions with support for multiple formats and UV sets.
Features
You can use Surface Gradient Bump Mapping for:
- Accurate order-independent bump map mixing
- Any combination of bump sources - Normal (Tangent or Object space), Height and Procedural
- Multiple UV sets
- Deformable geometry
- Triplanar bump mapping
- Hex tiling bump mapping
This implementation is based on the paper Surface Gradient–Based Bump Mapping Framework.
Note
This package is available as an experimental package, so it's not ready for production use. The features and documentation in this package might change before it's verified for release.
Installation
To install this package, see the Unity Package Manager's Adding and removing section in the Unity User Manual.
Requirements
This package is compatible with the following versions of the Unity Editor:
- 2022.1 and later (recommended)
Using Surface Gradient Bump Mapping
For an introduction to using the framework, see Surface Gradient Workflow.
Note
To avoid normal space discrepancies, set the Fragment Normal Space to World.
For reference on the individual Subgraphs see the Subgraphs section.