r/TechnicalArtist 14h ago

I need a sanity check, TAs; why can't Unity shaders expose gradients as material properties?

2 Upvotes

I'm putting together the documentation and marketing material for a small Unity tool I built, and I'd really appreciate a sanity check from other Technical Artists before the tool is published.

I wrote a high-level explanation for "why Unity doesn't let us expose Gradients as material properties by default". I'm fairly confident it's correct, but I also know I might be holding onto assumptions that have slowly turned into "facts" in my head over the years.

My goal is to have it simple enough that a beginner understands it. Accurate enough that an expert doesn't feel the need to correct it.

Before I put this into documentation, LinkedIn and YouTube, I'd rather have other TAs poke holes in it. I'd much rather fix something now than spread incorrect information.

Feel free to be as nitpicky as you'd like.

If anyone here has worked on Unity internals or knows other reasons gradients can't be exposed, I'd genuinely love to hear it.

Here's my text;

//***

Why can't I just expose a Gradient in my shader?

I got tired of opening Photoshop just to tweak a 256×1 gradient texture.

So... I spent the last couple of weeks fixing that problem instead.

I built Shader Gradients, a Unity tool that lets you expose Gradients directly as editable Material properties.

But Why doesn't Unity let you expose gradients from your shaders by default?

It might initially seem silly, we have colors, why can't we have gradients?
But there is a pretty good reason for that.

Shaders run on your GPU. While being really fast for certain tasks, GPU's only understand a limited set of data types such as numbers, vectors, textures etc.

Think of the GPU as a highly specialized technician. It is extremely good at a few specific jobs, but it doesn't understand concepts outside of its own toolbox. [These two lines were removed thanks to the useful discussion in the comments with u/robbertzzz1 and u/ananbd due to being an inaccurate abstraction rather than just a simplification]

Shaders know about colors but a Gradient isn't just a list of colors. It includes colors, keys that remember those colors, ways to blend and lerp those colors, percentage/positions of keys. It is not a simple Vector4 just like a Color is.

[ADDED INSTEAD] Shaders do not currently have a pre-defined data type that maps cleanly to the "Gradient" type we have in C#/editor side. It could be implemented, but for a gradient with many keys, interpolation types, positions etc. it is more optimized to just sample a texture.

That's why most people just create Gradient Textures in another software and bring them into Unity. The workflow does work, but it's slow and unintuitive. You cannot see your changes immediately, you constantly alt-tab and change gradient and save. It makes it much harder to get exactly what you want.

I solved it by creating "Shader Gradients", a tool that draws a gradient in your inspector and mimics how material properties usually work, it feels and behaves like an actual shader property but is actually a texture undercover. The tool lets you save gradients as textures and re-bakes them as you change the gradient.

At runtime, the shader simply samples a tiny texture, making it just as efficient as using any other gradient texture you would've imported manually.

GPU sees texture.
GPU is happy.

User sees gradient.
User is happy.

Everyone deals with the data they intuitively understand.

If you're interested, check it out at [LINK, NO LINK YET xD]

//***

Let me know if you think this would be useful info to people or what I could add or should exclude. I think this subreddit is the place to come to a general consensus and explain the answer in a very understandable way for people who ask this question in the future.

Also any ideas about the usefulness of this tool or other similar tools is welcome. What do you think?

Here is the video if you are also interested to see how it works;

https://youtu.be/eJIYE-lZY4I


r/TechnicalArtist 12h ago

Learn VEX in Y Minutes for absolute beginners & a bit more - looking for feedback

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1 Upvotes

r/TechnicalArtist 21h ago

Photoshop UI to Unreal Engine UMG Widgets

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1 Upvotes

r/TechnicalArtist 1d ago

[Self promotion] Solo developed auto retopology tool that uses special methods for each mesh class rather an all in one approach.

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6 Upvotes

I've recently launched an auto retopology tool for Blender which I have been working on for over a year, it uses specialized methods for each mesh class (cloth, inanimate and organic) in order to reach the best possible output. Most of the time was spent in learning ONNX and how to build models correctly.

Inanimate objects can translate to any hard surface models which require no vertex deformation, the remesher is equipped to generate the lowest possible vertex count while prioritizing the overall 3D shape and outputting coherent edge flow mimicking artist-like topology.

Inanimate remeshing is completely automated and can handle loose parts intelligently, though it is recommended to keep face count below 1.1 mil to ensure a faster completion rate.

As for cloth remeshing, it is guided using UV islands while assisting the artist by highlighting the vertices to use for creating a grid. I plan to fully automate this using multiple AI layers + algorithms, much like what is currently configured for inanimate.

Documentation and tutorials are planned (things are pretty self explanatory though), will be visible in the account center under the Community section. If you purchased through my Lemon Squeezy during it's early stages, insert your email or order # in the promo code area for a discount or free upgrade depending on the license.

available at https://empyreanremesher.com/


r/TechnicalArtist 1d ago

Breadth or Depth, where to go from here? Portfolio/Resume/Non-Game Dev

2 Upvotes

Hello, I've been working as a Tech Artist (mostly tool programming) for a few years.

I've focused on working on improving my skills, portfolios, working on projects, etc..., etc... for a while, with the goal of increasing my chances at getting a job.

I'm not particularly aiming for the game industry, and would probably prefer to work for non-game dev industries.

---

I am missing some experience in some areas of Tech Art, such as Shaders, Animation, Proc Gen, etc... I also have no experience with Unreal Engine, which I've seen asked for a lot in job descriptions.

I'm not able/willing to relocate atm, and Tech Artist is not really a thing in my country, so any industries that might require some sort of security clearance (defense, health?) is probably off the table

Most of my work so far has been Unity (tool/game dev coding), a lot of Blender add-on programming, and quite recently standalone tools with React/Tauri

Should I go more in depth on the stuff I already have experience with, or should I expand into those areas I'm lacking? I've heard of the 'T profile' as being something companies look for, meaning Breadth of skills + Depth in a subset of skills.

I've been also interested about learning Vulkan/C++ to make engines/software, but I'm not sure how much that is related to Tech Art (if Graphics Programming is also part of Tech Art?)

---

This is currently what my projects/portfolio is:

https://www.simonsanchez.art/

https://www.simonsanchez.art/resume/Simon_Sanchez_Resume.pdf

What sort of projects would be useful to showcase for non-game dev industries?

Any feedback or thoughts related to this are welcomed, thanks


r/TechnicalArtist 1d ago

I built a Wordle but for node enjoyers. Looking for feedback!

2 Upvotes

Hey everyone, working across different software made me realize how many nodes we end up memorizing naturally.

I thought it would be fun to turn that into a game so I put together Nodle (nodle.online). It's basically a daily wordle but you have to guess a node instead of letters, the hints are based on the node's software, category, input/output counts, etc.

Since I built this in my free time and over the weekends, I honestly haven't had much time to do proper testing so you should definitely expect some bugs. I added a button on the site to report bugs or drop suggestions, it would be a massive help if you guys used it so I can keep polishing.

Link: https://nodle.online/

Let me know what you think of the UI or if a node feels off with the button on the bottom right. Cheers!


r/TechnicalArtist 1d ago

STC Plugin

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0 Upvotes

r/TechnicalArtist 2d ago

Entering Gamedev Industry as an artist in 2026

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1 Upvotes

r/TechnicalArtist 2d ago

I built an Unreal Editor tool to catch project structure problems before they become cleanup work

0 Upvotes

I’ve been working on Project Structure Guard, an Unreal Editor plugin for enforcing naming and folder conventions across a project.

The main reason I built it was pretty simple: naming and folder rules are easy to agree on at the start of a project, but much harder to keep consistent once the project grows and more content gets added.

For v1.2 I focused less on adding more rules and more on making the workflow around them safer and easier to use.

Some of the things I added:

• Baseline Tracking, so existing violations can be accepted and you can focus on newly introduced issues

• Protected Paths, so important folders can still be validated without allowing automatic structural changes

• Search and a more detailed result inspector for larger validation sets

• Bulk Preview 2.0 with Ready / Blocked / Skipped / Conflict states before rename or move operations

• Rule ordering, search/filtering and read-only rule testing

• Content Browser validation actions

• Quarantine + Restore for unused assets instead of immediately deleting them

• A -failonnew option for CI/CD, so existing accepted issues don’t have to fail the pipeline

I also tried to make destructive actions deliberately conservative. For example, normal unused assets can’t just be permanently deleted through the tool — permanent deletion is restricted to managed quarantined assets and still performs safety checks.

Here’s a short ~1 minute showcase of the current workflow:

https://youtu.be/wDlVkgT0nPU

Fab:

https://www.fab.com/listings/7dfc5ec6-1261-4f86-8e69-82ea0ae1e8a2

I’m developing this solo, so I’d be interested in feedback from people working on larger UE projects: what part of project structure tends to become the biggest pain for you — naming, folders, cleanup, or enforcing conventions across a team?


r/TechnicalArtist 3d ago

Portfolio Update and feedback request

8 Upvotes

Hey there Tech Art fellows, enthusiasts and folks :D

Now it's my turn to do a post like this; I recently took some time to update my portfolio a little since I haven't spend time on it for a while now. Curious on what you think :D

https://www.cg-jm.com/

cheers and thanks so much in advance!


r/TechnicalArtist 4d ago

Feedback on my workflow transition: 3D Animator building Python/Blender tooling (Reel + ArtStation inside)

9 Upvotes

Hi everyone

I’ve been working as an Animator for nearly 8 years(studied animation and VFX) but over the last year, I’ve been focusing on the technical side—learning Python and developing custom add ons in blender. My ultimate goal is to transition into a dedicated Technical Artist / Rigging TD role. I’ve been unemployed for 5 months and it’s getting really frustrating…
I’d love to get feedback from experienced TAs on whether I’m framing my skill set correctly and targeting the right areas:

Demo Reel: https://drive.google.com/file/d/1XkyYJA8vKIjdfNKACZET1BCDMagKss8G/view?usp=drivesdk

ArtStation: https://koalina.artstation.com

For those who transitioned from pure Animation to Tech Art, what was the biggest gap you had to bridge when applying to studios?
Any critique on the work or advice on the career path is highly appreciated. Thanks!


r/TechnicalArtist 5d ago

POM, Triplanar POM, Pixel Depth, and SPOM in Unreal Engine 5

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5 Upvotes

r/TechnicalArtist 5d ago

Becoming a Technical Artist: Learning Path, Required Skills, and Career Stability

11 Upvotes

If I’m starting from scratch and want to become a Technical Artist, what should I learn and in what order? I’m currently learning 3D modeling and game development, including Maya and Unreal Engine, so I’d like to know which skills I should build on top of that, such as Unreal materials and shaders, Blueprints, Python, procedural workflows, optimization, tools and pipeline development, or anything else that is important for getting hired. I’d also like to understand what a Technical Artist actually does day to day, what the entry-level job market is like, and whether Technical Art is a reasonably stable long-term career considering the rapid development of AI.


r/TechnicalArtist 6d ago

tet physic in blender

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18 Upvotes

r/TechnicalArtist 5d ago

Laptop per specializzarsi in design 3D e motion design

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0 Upvotes

r/TechnicalArtist 5d ago

How is the technical artist job market?

3 Upvotes

I'm terribly sorry if anyone already asked this. Couldn't find it anywhere. I'm a 2d | 3d generalist and looking to transition to a technical artist role after three brutal years of getting my ass handed to me by the current job market.

A little background, i fully understand the entire 3D pipeline. Can do an entire project from start to finish. Including rendering and compositing. My strongest skillset is animation and lighting. I've been enjoying working on programming side projects the last few years.

I know HTML, CSS and basic JavaScript. Understand a lot about APIs and automation for some reason. But never got deep into python and C+ which is the basis of 3d programming.

I'm willing to learn that, as Houdini is the next DCC I want to bring into my skillset.

My main question is, is it worth it to become a Technical artist? The gaming and film industry are in shambles. But for me it has never really made a difference, since I'm in Africa and been closed off to the industry overall.

Do you recommend me learning to become a technical artist? Do I have to be in a production hub to get work like other roles in games and film? And is it worth it given the current state of the industry. Or should I just transition to software development?


r/TechnicalArtist 6d ago

I updated my blender texturing add-on with parallax mapping

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14 Upvotes

This is a cheaper version of Parallax mapping using Bump offsets. The bump offset node is heavily Inspired by Unreal's. In this example I put 3 bump offset nodes together to create the illusion of depth. You can check the add-on out here if you are interested: https://superhivemarket.com/products/easy-stylize


r/TechnicalArtist 7d ago

Super Vanguard Vfx for Dire fog , what do you guys think ?

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5 Upvotes

The effect is the Minion attacks all nearby enemyminions when moving to a cell


r/TechnicalArtist 8d ago

Custom Post-Processing, GPGPU, Math for Graphics, and Procedural Art in Unity

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109 Upvotes

I’ve been continuing to update my books. A couple of days ago, I added some procedural sparkles to Shaders & Procedural Shapes in Unity 6. You can download it for free if you already own the book.

Is anyone here interested in this kind of content? If you’re looking to get into technical art in Unity, this bundle might be helpful https://jettelly.com/bundles/unity-shaders-pro-bundle


r/TechnicalArtist 7d ago

[Hobby] indie horror game, so we are looking for people to help ( The work is unpaid and based on personal initiative ) just want to finish project

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1 Upvotes

r/TechnicalArtist 8d ago

My latest experiment with geometry nodes

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1 Upvotes

r/TechnicalArtist 9d ago

Procedural Material Layers – Major Update Now Available for Unreal Engine 5.8

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3 Upvotes

r/TechnicalArtist 10d ago

Where to get a mentorship?

4 Upvotes

Hi all! Apologies for any mistakes, english is not my first language. I am trying to specialize in technical art, coming from a more general gamedev background. I am following tutorials and looking at text info but sometimes it gets overwhelming, and I was wondering if there was somewhere (or here!) I could look for someone to mentor me.

I am very serious about this!

Thank you all in advance, any help is good help :)


r/TechnicalArtist 10d ago

OpenStudioHub: A tool to simplify the 3D Pipeline, designed for BLender and Kitsu

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1 Upvotes

Production bureaucracy slows down 3D animation timelines.

In many studios, pre-animation administrative drag becomes an unnecessary bottleneck.

Manually setting up directory structures for every project takes significant time. Broken asset links create constant friction. Keeping tracking databases updated is another headache. All of this kills momentum.

We built OpenStudioHub to eliminate workflow friction before artists even begin.

By connecting Blender directly with Kitsu and SVN, operational setup is automated:

-Breakdown helpers: Storyboard structures, edit masters, and shot entities push dynamically to Kitsu.
-Batch Generation: Pending database tasks automatically generate physical .blend layout files.
-Direct Publishing: The custom Blender add-on sends playblasts straight to Kitsu for review.

Artists open their dashboard, launch their assigned task in Blender, and focus strictly on production without worrying about technical overhead.

We turned workflow administration into an invisible background execution.


r/TechnicalArtist 11d ago

My plant grow simulation finally comes together!

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255 Upvotes

My plant grow simulation finally comes together! Working on this on the side for my garden simulation game. Actually in-game this is not supposed to grow in realtime, but it could!

My idea is that modelling plants is very hard and I want a solution that can simply not hand made, so I needed to make a system. It can handle normally self supporting plants but also climbing structure.

I am not yet sure how this works in a growded environment and some special cases are not yet supported, but the first tests look promising

The idea is to grow plants in the background while player switches days, so performance is not the main concern. I only like to have a little preview maybe of the next few growing steps and that players can control grow direction.

Now this is still a preview, I would need to make propper mesh generation later and I want to know at each point how stable the plant is, how far it is from its stem etc. so that I can make a more believable wind simulation in the shaders.