#Rotating the input texture in triplanar node?

1 messages · Page 1 of 1 (latest)

hard scaffold
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Hi, is there a way to rotate an input texture for a Triplanar Node without having to just use a second texture? I was trying to see if I could use the same texture with two instances and rotate one of them to feed into the Triplanar Node so that I can lerp between the regular and rotated texture to get rid of visible texture tiling. However, the Triplanar Node only seems to take in a Texture file. Is there a way to do this in Shader Graph?

mortal fox
# hard scaffold Hi, is there a way to rotate an input texture for a Triplanar Node without havin...

Triplanar projection is just math
There's an old but I think still functional pack with many nodes including triplanar projections
https://github.com/RemyUnity/sg-node-library/tree/master/Runtime/Nodes
Additionally with modern versions of the editor you can import shader graph samples from the package manager, they include some different triplanar projections too iirc
Also I think there's a sample that has the math of every SG node broken down into math nodes which also allows for customization and learning

vale maple
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I think I need to update my nodes pack 😅

cold meadow
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you just need to rotate the input position

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note that this rotation will cause dramatic changes in the resulting texture depending on how far you are from the origin (in whatever coordinate space you're using)

mortal fox
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Yea you have to decide what point to rotate around, and relative to what

hard scaffold
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Thanks, I'll give this a look!