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A look at procedural materials in Unity

An animated Gif of all the rendered shots

An animated Gif of all the rendered shots

Low angle shot of the power box asset and cables

Low angle shot of the power box asset and cables

A low angle shot of the broken window and banana leaves with Subsurface scattering setup.

A low angle shot of the broken window and banana leaves with Subsurface scattering setup.

A mid angle shot of the planet statue on the lower level

A mid angle shot of the planet statue on the lower level

A mid angle of the collection of wine bottle and boxes.

A mid angle of the collection of wine bottle and boxes.

Animated gif of the variable that can be changed for the copper

Animated gif of the variable that can be changed for the copper

Animated gif of the variables that ca be changed for the door window

Animated gif of the variables that ca be changed for the door window

Animated gif of the variables that can be changed for the elevator shaft fence

Animated gif of the variables that can be changed for the elevator shaft fence

Animated Gif of the variables that can be changed for the grass

Animated Gif of the variables that can be changed for the grass

Animated gif of the variables that can be changed for the plastered brick wall

Animated gif of the variables that can be changed for the plastered brick wall

Animated Gif of the variables that ca be changed for the rusty iron.

Animated Gif of the variables that ca be changed for the rusty iron.

Animated gif of the variables that can be changed for the wooden door.

Animated gif of the variables that can be changed for the wooden door.

Animated Gif of the variables that can be changed for the wooden planks

Animated Gif of the variables that can be changed for the wooden planks

A look at procedural materials in Unity

I recently completed an individual research project as a part of my final year of my degree in Computer Games Design (BSc Hons) in which I chose to investigate how and why procedural materials are being used as an alternative to traditional textures.

As a part of this, I completed a practical aspect for which I created a 3D scene in Unity HDRP which is completely textured with procedural materials made in Substance Designer. I then created UI elements and scripts so that various aspects of these materials could be altered in real time with the help of the Substance plugin. The outcome of this practical can be found in the shown renders.