procedural-stochastic-texturing
Heavily based on UnityLabs implementation. Their original readme is included below the line break.
I just updated it to work in the latest Unity version, and added ShaderGraph nodes for easier sampling in ShaderGraphs.
How To Install
The procedural-stochastic-texturing package uses the scoped registry feature to import
dependent packages. Please add the following sections to the package manifest
file (Packages/manifest.json
).
To the scopedRegistries
section:
{
"name": "DSS",
"url": "https://registry.npmjs.com",
"scopes": [ "com.dss" ]
}
To the dependencies
section:
"com.dss.procedural-stochastic-texturing": "1.0.0"
After changes, the manifest file should look like below:
{
"scopedRegistries": [
{
"name": "DSS",
"url": "https://registry.npmjs.com",
"scopes": [ "com.dss" ]
}
],
"dependencies": {
"com.dss.procedural-stochastic-texturing": "1.0.0",
...
Procedural Stochastic Texturing
This repository offers two implementation of our procedural stochastic texturing prototype for Unity. For a certain class of textures called stochastic textures, it solves the issue of tiling repetition when tileable textures are repeated across a surface. This allows using smaller textures, achieving higher levels of detail and texturing larger surfaces without the need to hide the repetition patterns.
How to use
-
Create a ProceduralTexture2D asset using right click/Create or Assets/Create. Assign the desired texture input, select its type (Color for strictly color information such as albedo or emission, Normal for normal maps, Other for other data such as occlusion, roughness, height, etc.) and hit Apply.
-
In a ShaderGraph, add a new
StochasticSample
node and hook up the inputs as generated by theProceduralTexture2D
asset.
Notes
- Make sure a normal texture is imported as a Normal map in its import settings before using it with a ProceduralTexture2D asset.
- Large input textures might take a while to pre-process.
Read More
This work is the implementation of two recent research publications at Unity Labs, which are the best resource for understanding the technique in detail.
Paper: High-Performance By-Example Noise using a Histogram-Preserving Blending Operator
Technical chapter: Procedural Stochastic Textures by Tiling and Blending
The comments in the code refer to specific sections of the Technical chapter.