Here are my 2 cents. Anything animated should be done in the shader graph. These shader graphs in the game engines works similar to how substance nodes works, with one exception. The substance ones bakes down to a texture(render target), and there is a good reason for this. Most of the operations you can do in Substance…
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.…
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…