i tried making a triplanar shader for my pbr tiles material. originally i had a base color, mask map, and normal map but after looking in the shader graph i didn't see anywhere to input those. i split up the textures into base, normal, smoothness, and AO maps and put each one into their own triplanar node but i'm getting this weird graphical artifacting.
#triplanar shader graph issues (6.3 LTS)
1 messages · Page 1 of 1 (latest)
also for some reason lighting just cuts off past a certain point when i use the material
the mask map exists because the grayscale textures contained within need only one channel, so rather than sampling 4 textures, it samples one and splits it into the respective inputs
if you have the texture as a mask map, you should use a split node after triplanar sampling, then:
R plugs into metallic
G plugs into ambient occlusion
B is most likely unecessary if you don't use a detail map and even then probably
A plugs into smoothness
I'm not sure what method you used to split the textures into separate maps but if you didn't do it correctly, you might get issues
I'd start there as otherwise I'm not sure what else could be causing issues, cause the shader is simple and looks correct
oh and also, if this is all you're trying to do with the shader, are you aware that the standard HDRP lit shader cause use triplanar mapping? So you don't need to do any of this
I got the textures from ambientcg and they were already split. I merged them into a mask map with https://aitextured.com/unity-unreal-blender-mapper/ before realizing i needed the original split textures to make a triplanar shader
Free PBR texture converter for Unity (Standard/URP/HDRP), Unreal Engine, and Blender. Builds ORM/MaskMap/MetallicSmoothness, flips DX↔GL normals, resizes to 1K/2K/4K, and exports a ready ZIP.
it does? what i want out of it is to be able to have this material on multiple objects with the material automatically lining up in world space
then try it with the hdrp lit shader and see if you have the same issues. If you do, it's not a problem with the shader
I can't remember what the option is called exactly, but basically you need to change it from "UV0" to triplanar
oh sorry i showed 2 issues
okay
the black flickering issue only seems to happen if the ambient lighting is dark
btw this worked thank you
well the triplanar issue is fixed but there's still that lighting artifact issue
it moves with my camera
I am not sure why that might be. Could be mip maps maybe. Did you disable mip maps for the textures?
If you did, enable them. If not, I'd start by making another plane and using some completely different material and see if it happens and go from there
also also, if you are using it on flat planes, change triplanar to planar for much better performance (should look the same)
yep still happens on a different material
Change the normal map import setting "Texture Type" to "Normal".
Also disable sRGB for the mask map.