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Question how i fix material PBR

Discussion in 'General Graphics' started by TheGhost0, Jul 3, 2022.

  1. TheGhost0

    TheGhost0

    Joined:
    Sep 11, 2017
    Posts:
    29

    i get this problem if i put material its not showing for me like



    if i use asmplify shader editor can fix it and how i fix it with it

    any one get an idea

    i dont use HDRP

    but with HDRP i know how i fix it

    this problem with out HDRP

    i want to fix it if any one know please help me
     
  2. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    4,974
    What is the exact issue and do you mean urp or birp when saying without hdrp?
     
  3. TheGhost0

    TheGhost0

    Joined:
    Sep 11, 2017
    Posts:
    29
    i mean if i use HDRP if i want to fix this i selected ( Base UV Mapping ) { Triplanar } to fix it >
    my question how i fix it with out using HDRP using Standard material

    i
     
  4. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    4,974
    Again, do you mean URP or built in render pipeline...

    In the URP you can use a shader graph to make a triplanar shader
     
  5. TheGhost0

    TheGhost0

    Joined:
    Sep 11, 2017
    Posts:
    29
    Built in
     
  6. kdgalla

    kdgalla

    Joined:
    Mar 15, 2013
    Posts:
    4,616
    Unity does not include a triplanar mapping shader with their built-in shaders. You can write your own or look for a third-party shader.

    Someone wrote a triplanar shader for Unity here:
    https://github.com/keijiro/StandardTriplanar

    The much more common way to apply textures is to UV-unwrap your models in your 3D modelling software.
     
  7. arkano22

    arkano22

    Joined:
    Sep 20, 2012
    Posts:
    1,891
    This. I believe the problem is that your model does not have correct texture coordinates, that is: it's not UV-unwrapped.

    By using a triplanar projection shader, the shader itself calculates texture coordinates by using a planar projection from each world-space axis (x,y,z) and it circumvents the issue. This is however absolute overkill: your model should have correct coordinates to begin with.