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…
you could probably get away with it if all your lighting is either fully real time or if your shader had support for secondary uvs where you bake lighting. Down side is that repeats in textures become really obvious if youve got a large scene so you may need to use vertex colours to blend worldspace materials/textures…
Good points. I have a blend shader that blends a second texture based on the normal angle, so this helps break up seems. It just seemed like a huge time saver to not have to worry about UVs ever. I thought about the wood plank scenario as well. I wonder if you could apply a shader that takes the object space rotation and…