Detail Textures
Detail Textures stacks a secondary albedo and normal map on top of the base layer, usually at a much higher tiling rate. Because the detail layer breaks up the base pattern, the eye stops reading the macro-tiling, and close-ups gain genuine surface complexity.
When to use it
- Tiled environment textures that read repetitive at distance.
- Hero props that need micro-scratches up close.
- Skin — pore-level detail over the base albedo.
- Foliage — micro-grain on leaves and bark.
Difference from Layer Textures
How it works
The shader samples _DetailAlbedoMap and _DetailNormalMap at the secondary tiling, then blends them into the base layer. Albedo uses an overlay-style mix (base * detail * 2, biased to grey) so neutral detail textures preserve the base brightness; normals combine through Reoriented Normal Mapping.
Properties
Usage
- Author or source a grey-grunge detail texture — 50% grey is neutral, darker darkens, brighter brightens.
- Assign it to the Detail Albedo slot and set tiling to 8–16x for typical environment use.
- Add a high-frequency detail normal for surface micro-bump.
- Mask the detail to recessed regions for a weathered-cracks look.
material.SetTexture("_DetailAlbedoMap", grungeTex);
material.SetTextureScale("_DetailAlbedoMap", new Vector2(12f, 12f));
material.SetFloat("_DetailAlbedoStrength", 0.6f);Tips & gotchas
- Neutral grey is the safe default — anything darker or brighter shifts the base palette.
- Prime-ish tiling values (7, 11, 13) hide the repeat better than 8 or 16.
- Keep one of the two normals dominant — Reoriented Normal Mapping is stable but reads noisy if both maps are heavy.
- Cost is two extra texture samples, so mask aggressively when many materials share the screen.
Related
- Normal Mapping — base normal layer.
- Layer Textures — full multi-layer blends.
- Triplanar Mapping — detail can run on top of triplanar too.
- Occlusion & Lightmap — AO interacts with detail darkening.
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