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Modified Unity Standard shader implementing Procedural Stochastic Texturing

C# 44.07% ShaderLab 21.69% HLSL 34.24%

procedural-stochastic-texturing's Introduction

alt text

Procedural Stochastic Texturing

This plugin provides an alternative Standard shader that implements our procedural stochastic texturing method. 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.

To use this prototype, either clone the repository into your Asset folder or download the .unitypackage in the Release tab.

More detailed description and instructions: Procedural Stochastic Texturing in Unity

The code works with Unity 2018.3. Since the plugin plugs into parts of the Standard Shader code which has evolved since the initial release in Unity 5, it’s not working with older versions as it is.

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.

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