I am trying to think of a workflow to speed up the world building process and created a triplanar world space texture shader. This allows me to texture a model without having to worry about any of the UV's being accurate(as there is no stretching since the texture is using world space coordinates).
This works well for terrain and terrain pieces, like boulders/rocks that you combine into larger assets without having any seems. My question is if anyone has experience using worldspace textures with hard model assets like buildings, wood planks, etc.
I am curious if one could really get away with never using local space texture coordinates. It would be a pretty large time saver to only use world space coordinates. I have a slider in shader forge that allows me to rotate the texture in world space to give me variety if I want.
Any thought would be appreciated. Thanks.
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