Very good,useful and well written post!Small nitpick:when doing triplanar and saving memory, you don’t have neither uvs nor their TS anymore
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UV mapping is a projection onto a mesh. UVs still exists in triplanar mapping, that's what the in shader projections are generating.
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It's also kind of a point I left to the general pros and cons of triplanar mapping which I purposefully skip covering.
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I will admit the mesh having tangents at all I should call out as being an artifact of it being imported with UVs.
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I definitely also hit the brick wall of trying to get triplane normals to work on a surface shader, but hand editing generated code is butts
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I posted an example of how to do triplanar with a surface shader about a year ago here:https://forum.unity.com/threads/triplanar-shader-using-world-normals-bump-mapping-help.426757/#post-2759284 …
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Technically all of the necessary data is already being calculated by the surface shader, but I never managed to find a way to use it.
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Great article! (But I'd have wished you used the correct term "bitangent" rather than the mistake "binormal"!)
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I prefer bitangent as well, but I've heard arguments both ways. Both are wrong, binormal is more common, bitangent looks better.
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There's a few out there that argue for cotangent!
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Great! Let's make that the new standard! :-D
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Good write. Thanks for sharing. Next step: How to improve triplanar diffuse blending :)
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Your turn!
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This is excellent, thank you for this. Good timing, too :-)
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Thank you, and you're welcome!
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Nice article. Only unusual point is how blend is computed: I used to do blend=normal*normal, for smoother interpolation, with |normal| = 1.
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That will produce the same result as the basic normalized sum blend shown in the first image in the Blend out the Details section.
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Jeez Ben nice work. Really well explained and I'm not very technical.
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I'm trying to make good use of my years of being a translator fluent in both art-speak and programmer-speak.
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Yeah let me know if you need side work!
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