a triplanar / procedural UV / world space UV shader for Unity, cobbled together bits from @QuickFingerz and @Farfarer
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Aandybak
Last edited Feb 6, 2013
Created on Jun 20, 2018
This shader demonstrates triplanar texturing, projecting three separate textures onto an object’s surface based on its world-space normal direction. It blends side, top, and bottom texture samples using a power-saturated normal projection, with side textures sampled from the X and Z axes and top/bottom textures from the Y axis. The Unity shader uses a surface shader with Lambert lighting, and it applies world position coordinates to compute UVs, scaling each texture independently. The result is seamless, stretch-free texturing for arbitrary geometry without relying on traditional UV mapping.
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