Rasagar/Library/PackageCache/com.unity.shadergraph/Samples~/FeatureExamples/Prefabs/Detail Mapping.prefab
2024-08-26 23:07:20 +03:00

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m_text: "Detail Mapping refers to a set of techniques where additional detail is
added to the surface of a model that is not contained in the model\u2019s base
set of textures. These techniques are used when the camera needs to get closer
to a model than the resolution of the textures would typically allow, or when
the object is so large that the resolution of the base textures is insufficient.\r\n\r\nIn
the three Detail Mapping examples, we\u2019re using a texture packing format
for our detail texture called NOS - which is short for Normal, Occlusion, Smoothness.
This indicates that the Normal is stored in the red and green channels of the
texture, the ambient occlusion is stored in the blue channel, and the smoothness
is stored in the alpha channel. Packing the data together in this way allows
us to get maximum use from our single detail texture - and we can add detail
to the color, normal, smoothness, and AO with just a single texture sample. To
simplify the process, we use the UnpackDetailNOS subgraph to sample the NOS detail
texture and unpack the data.\r\n\n"
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m_text: In this example, we simply multiply the Albedo output of the UnpackDetailNOS
subgraph with the base color texture. Notice that the effect is quite subtle.
In the past, when detail mapping was a new technique, most surfaces used only
color textures - so color detail mapping was the main technique used. Now that
materials use normals, smoothness, occlusion, etc, it works much better to use
detail mapping for all of the maps instead of just the color.
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m_text: "This example adds detail to the color, normal, ambient occlusion, and
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to almost all of the material components. This is the most effective way to
add detail to a surface, but also a little more expensive than the Color or Normal
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