#triplanar shader graph issues (6.3 LTS)

1 messages · Page 1 of 1 (latest)

jaunty vale
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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.

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also for some reason lighting just cuts off past a certain point when i use the material

wooden karma
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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

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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

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I'd start there as otherwise I'm not sure what else could be causing issues, cause the shader is simple and looks correct

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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

jaunty vale
# wooden karma I'm not sure what method you used to split the textures into separate maps but i...

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

jaunty vale
wooden karma
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I can't remember what the option is called exactly, but basically you need to change it from "UV0" to triplanar

jaunty vale
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oh sorry i showed 2 issues

jaunty vale
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the black flickering issue only seems to happen if the ambient lighting is dark

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btw this worked thank you

wooden karma
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I am not sure why that might be. Could be mip maps maybe. Did you disable mip maps for the textures?

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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

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also also, if you are using it on flat planes, change triplanar to planar for much better performance (should look the same)

jaunty vale
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looks like they're on

jaunty vale
limber ravine
# jaunty vale

Change the normal map import setting "Texture Type" to "Normal".
Also disable sRGB for the mask map.