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Bug Triplanar normal shader issues

Discussion in 'Shader Graph' started by Airship, Sep 10, 2020.

  1. Airship

    Airship

    Joined:
    Sep 10, 2011
    Posts:
    260
    I'm having some issues where the Triplanar Shader graph node is giving artifacts for normal maps. I didn't have this issue with earlier versions of Unity / Shader Graph. Issue occurs in both HDRP and URP.

    Anyone else have this issue?

    In HDRP, If I use the HDRP/Lit shader (instead of my custom shader graph shader) and set the Base UV Mapping to Triplanar, everything looks good, so I am confident there is nothing wrong with the underlying mesh.
     

    Attached Files:

  2. wouldntsavezion

    wouldntsavezion

    Joined:
    Apr 4, 2018
    Posts:
    1
    I'm having a very similar issue here on 2020.2
     
  3. StuwuStudio

    StuwuStudio

    Joined:
    Feb 4, 2015
    Posts:
    165
    yeahhhh it's totally broken. still not fixed. bump
     
  4. HonduneGames

    HonduneGames

    Joined:
    May 14, 2015
    Posts:
    5
    This is still a problem, however changing the model import settings under Tangents to "Calculate Legacy" fixes it for me.
     
    KYL3R likes this.
  5. KYL3R

    KYL3R

    Joined:
    Nov 16, 2012
    Posts:
    135
    Thank you! I already played with the smoothing angle and changed the Tangents mode, but didn't try "legacy". That worked!

    I am using Shadergraphs Triplanar Node, feed it world-space normals (as it demands) but I still got this strange effect on the normals.

    According to bgolus the Shadergraph Triplanar node doesn't handle normals correctly, as it assumes the calculated normals are in world space: https://forum.unity.com/threads/shadergraph-triplanar-object-space-normal-mapping-help.546322/

    I only noticed this problem on a curved mesh, which I could resolve by using "import legacy" for now: