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Help Wanted Breaking tiling on massive objects with Shader Graph

Discussion in 'Shaders' started by Korventenn, Nov 23, 2020.

  1. Korventenn

    Korventenn

    Joined:
    May 29, 2020
    Posts:
    1
    Hi there, I'm currently working on a project with a lot of massive structures created with Probuilder, and I'm trying to make a shader that will take seamless textures (like the one included) and allow me to avoid the tiling effect due to the scale.

    I searched a lot on it, even trying to play with the procedural stochastic showed here but I'm quite lost.

    I'm using Unity 2020.1 with HDRP and SG 8.2

    Here are my test textures : tilling_sample_DefaultMaterial_BaseColor.png tilling_sample_DefaultMaterial_MaskMap.png tilling_sample_DefaultMaterial_Normal.png
     
  2. Olmi

    Olmi

    Joined:
    Nov 29, 2012
    Posts:
    1,339
    Hi,

    What have you tried so far?
     
  3. Invertex

    Invertex

    Joined:
    Nov 7, 2013
    Posts:
    1,114
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