Recreating the unity standard shader heightmap

Node-based Shader Editor

Recreating the unity standard shader heightmap

Postby BigEye » Wed Aug 15, 2018 9:58 am

I'm struggling to recreate the heightmap functionality of the unity standard shader. The parallax map example produces significantly different results even when using the same textures.
Image
Any help would be greatly appreciated :D

P.S. I know that the standard shader looks worse in the example; I still want to recreate it.
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Re: Recreating the unity standard shader heightmap

Postby Ricardo Teixeira » Wed Aug 15, 2018 10:48 am

BigEye wrote:I'm struggling to recreate the heightmap functionality of the unity standard shader. The parallax map example produces significantly different results even when using the same textures.
Image
Any help would be greatly appreciated :D

P.S. I know that the standard shader looks worse in the example; I still want to recreate it.


Greetings,

No problem, we understand.

You'll have to remove 2 steps in order to replicate the basic height effect.

Image

Hope it helps.
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Re: Recreating the unity standard shader heightmap

Postby BigEye » Thu Aug 16, 2018 11:15 pm

Thanks for replying! :D
I tried that and it still seems pretty different.

Video
https://drive.google.com/file/d/1RaeU_cwLElyWAV3oA3mUFlHbbUp8tXMh/view

Any ideas?
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Re: Recreating the unity standard shader heightmap

Postby Amplify_Borba » Fri Aug 17, 2018 1:21 pm

Unfortunately, I believe that you'll only be able to approximate the effect using our POM node's technique.

If you require a 1:1 copy of the effect, which is possible to achieve through ASE, I recommend that you download Unity's built-in shaders in order to examine their own Standard Roughness shader, and ultimately try to replicate it in our editor.

Please let me know if you have any further questions, thanks!
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