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nomand edited this page Jun 9, 2018 · 7 revisions

Welcome to the brief documentation of the PBR Blend Shader.

Initially conceived as a way of blending Allegorithmic Substance materials in Unity Editor using Polybrush. Shaders are created and editable with ShaderForge.

Since Freya discontinued ShaderForge and the 2018 release broke it's shaders, I'm no longer developing these using this tech.

ShaderForge

There are properties that all these shaders share. These are the drag and drop box for input PBR materials (intended for substance generated materials, but any material will work, even non-pbr ones, but missing properties will be ignored).

BlendWet

Dragging and dropping a material into the box autopopulates material inputs. All the materials have a form of height, contrast, blend noise and debug properties which do the same thing across all the materials:

  • Height determines the heightmap intersection level of the secondary material.
  • Contrast determines the blend edge sharpness
  • Blend noise is an input map for breaking up the blend edges if they're too obviously geometric (this is vertex blending after all)
  • Debug lets you preview the current blend with Red/Green channel overlay.

BlendWet

There are four variants currently in the set:

  • BlendTwo Blends two PBR materials together. extremely broken right now, help.
  • BlendWet: Paint wentess / water onto a PBR material.
  • BlendRough: Paint additional roughness onto a PBR material, maintaining base heigtmap.
  • BlendBase: Paint additional albedo onto a PBR material, maintaining base heigtmap.
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