Normal map compositing using the surface gradient framework in Shader Graph

November 20, 2019 Morten Mikkelsen

A recent Unity Labs paper introduces a new framework for blending normal maps that is easy and intuitive for both technical artists and graphics engineers. This approach overcomes several limitations of traditional methods. Since the introduction of normal mapping in real-time computer graphics, combining or blending normal maps in a mathematically correct way to get […]

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