I’m looking at this in the Unity store:
Anyone know if there is a catch to this? For instance, does it require Unity Pro?
Or, will it make your game run really slow?
Thanks.
I’m looking at this in the Unity store:
Anyone know if there is a catch to this? For instance, does it require Unity Pro?
Or, will it make your game run really slow?
Thanks.
Substance procedural material support is built into Unity. There isn’t really a catch, aside from not all features being supported on all platforms. http://docs.unity3d.com/Manual/ProceduralMaterials.html
–Eric
I can’t seem to get this to work.
It says here:
http://docs.unity3d.com/Manual/ProceduralMaterials.html
“To assign a Procedural Material to a mesh, for example, you just drag and drop it onto the mesh exactly as you would with any other Material.”
I tried to drag and drop a .sbsar onto a Sphere, and it would not permit the drag and drop. Any ideas?
I’m attempting this with the substances here:
It’s fine here. What exactly are you dragging?
–Eric
I tried dragging bricks_032.sbsar onto “Sphere” in the Hierarchy view.
Not sure if it matters, but I’m on a Mac. Are you on Windows?
No. I mean what inside the .sbsar are you dragging?

–Eric
I didn’t break open the .sbsar asset but rather dragged the icon that is probably at the very top of your image.
Is that wrong? Am I supposed to break it open and drag one of those 3 items inside?
Thanks.
Yes; depending on what you’re doing you may want the diffuse, normal, or both.
–Eric
It let me do the drag and drop, but the result is not visually what I was going for:
I was hoping the corrugations would pop out as they do in the Unity Asset Store pictures:
Any ideas why the corrugations are not popping out?
Thanks.
Wrong shader.
You’d need some kind of displacement shader; maybe DX11 can do it.
–Eric
Hi,
Yes, as mentioned above the issue is that you need to use a shader that works with the generated height map. If you want actual displacement, then you would need a tessellation shader. However, you can also use Unity’s parallax mapping shaders to provide additional detail the bump offset.
Cheers,
Wes
Nice to see Allegorithmic stopping by, great support!
Seriously considering your Steam sale
Cheers
I would like to make nice looking stained glass with PBS. Doable now? Or is it better to wait for Unity 5?
Thank you for your response.
However, I am still struggling to get the corrugations to show up.
I imported the Tessellation Shaders, and I selected:
Bumped Specular (displacement)
After doing so, I ran the scene but still do not see the corrugations.
Am I missing something?
Thanks.
You’re missing DX11.
–Eric
Okay. I’m on a Mac right now.
So, I guess the corrugations basically will not work correctly on a Mac now?
Thanks.
Hi,
I think what you are looking for on Mac is the Parallax Specular Shader. It will take the normal and height map to produce a more detailed bump effect.
Cheers,
Wes
Eric, has this changed in recent version of Unity?
Because I remember reading previously that you were allowed to have substance material on mobile bake on runtime and not just build. Has that option been removed?
EDIT
See for example this old message from Allegorithmic forum:
http://forum.allegorithmic.com/index.php/topic,581.msg2303.html#msg2303
It was clearly supported.