@MagicLord said:
Triplanar looks strange, we can see the blending, is this a bug?
I’m not sure, maybe? It seems to be based on how Godot’s triplanar shader works. I read this great article showing how to make triplanar in Unity, and learned a lot about how triplanar works. After reading that article I think I may have to try converting the shader code in the article to Godot, because it seems to be much more customizable (and also seems to have better blending support).
Edit: Just saw Ace Dragon’s post (we most have been writing at the same time!). It seems in some triplanar shaders you can make the blending between textures more or less aprupt, but as Ace Dragon said, it appears that’s just how triplanar mapping works.
(I updated github issue with your picture if you don’t mind)
I have no problem with that :smile: