I've been working on a lot of animations in Maya and am now switching over to doing some more interactive stuff in Unity and I am at the stage where I want a bit more visual control over the content I create. I have to make a decision about what to learn next but I am bit confused about the overlap between Substance Designer and Unity's Shader Graph.
How much overlap is there between these two tools? Can you essentially make the same animated and game ready materials in substance designer and then import them into Unity? Or are there Unity specific Shader graph modules that one needs to learn?
I suppose, in summary, as someone who is just getting into writing their own shaders and has some experience with substance painter, should I learn both of these tools or just one? and which one would be better to learn first?
(It's worth noting that I am also creating stuff in Maya also that's not real time/interactive so being to double up on one tool for two programs would certainly be useful.)
Any advice is greatly appreciated.
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@obscura I was just about to post a similar question, thanks for your response to @bigdeku (heh-heh). So from what I understand, it's not feasible to update in real time, but is it possible to update at runtime? I've noticed more than one video on YouTube mentioning updates at runtime, so could one for instance update a texture to have snow, while loading up a chapter of a game where snow has fallen or a season has changed? I thought the plug-in for Unity/Unreal was integrated into the IDE and not really an API running in the Unity engine. The documentation doesn't really make it too clear if it is or not, really it doesn't really explain much about integration into Unity or Unreal at all.
There was runtime substance support in unity and unreal - it all ran (very slowly) in software and wasn't even remotely viable for realtime updates.
The offline stuff was more viable - I know it was used to reduce download sizes and help support the play now feature for some early ps4 titles.
It's a non-starter really IMO. you'd need a very specific use case to warrant the performance overhead in processing a substance graph vs doing the same thing in a shader or even your own code.