im trying to do the same technique to add triplanar detail to uvmapped meshes.
however the tangents get messed up
shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx;
uniform sampler2D texture_albedo : source_color,filter_linear_mipmap,repeat_enable;
uniform sampler2D texture_roughness : hint_roughness_gray,filter_linear_mipmap,repeat_enable;
uniform sampler2D texture_normal : hint_roughness_normal,filter_linear_mipmap,repeat_enable;
uniform sampler2D detailcolor : hint_roughness_gray,filter_linear_mipmap,repeat_enable;
uniform sampler2D detailroughness : hint_roughness_gray,filter_linear_mipmap,repeat_enable;
uniform sampler2D detailnormal : hint_roughness_normal,filter_linear_mipmap,repeat_enable;
varying vec3 power_normal;
uniform vec3 uv1_scale = vec3(1.0);
uniform float normal_scale = 1.0;
varying vec3 triplanar_pos;
uniform vec3 detail_scale = vec3(1.0);
void vertex() {
UV=UV*uv1_scale.xy;
TANGENT = vec3(0.0,0.0,-1.0) * abs(NORMAL.x);
TANGENT += vec3(1.0,0.0,0.0) * abs(NORMAL.y);
TANGENT += vec3(1.0,0.0,0.0) * abs(NORMAL.z);
TANGENT = normalize(TANGENT);
BINORMAL = vec3(0.0,1.0,0.0) * abs(NORMAL.x);
BINORMAL += vec3(0.0,0.0,-1.0) * abs(NORMAL.y);
BINORMAL += vec3(0.0,1.0,0.0) * abs(NORMAL.z);
BINORMAL = normalize(BINORMAL);
power_normal = pow(abs(NORMAL),vec3(1.0));
triplanar_pos = VERTEX;
power_normal /= dot(power_normal,vec3(1.0));
triplanar_pos *= vec3(1.0,-1.0, 1.0);
}
vec3 triplanar_texture(sampler2D p_sampler, vec3 p_triplanar_pos) {
vec3 samp = vec3(0.0);
samp += texture(p_sampler,p_triplanar_pos.xy).xyz * power_normal.z;
samp += texture(p_sampler,p_triplanar_pos.xz).xyz * power_normal.y;
samp += texture(p_sampler,p_triplanar_pos.zy * vec2(-1.0,1.0)).xyz * power_normal.x;
return samp;
}
vec3 normalblend(vec3 n1, vec3 n2)
{
n1 = n1 * 2.0 - 1.0;
n2 = n2 * 2.0 - 1.0;
return normalize(vec3(n1.xy + n2.xy, n1.z * n2.z)) + vec3(0.5, 0.5, 1.0);
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
ALBEDO = albedo_tex.rgb;
AO = 1.0;
METALLIC = 0.0;
vec4 roughness_texture_channel = vec4(0.333333,0.333333,0.333333,0.0);
float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);
vec3 detail_roughness_tex = triplanar_texture(detailroughness,triplanar_pos * detail_scale);
ROUGHNESS = roughness_tex * detail_roughness_tex.r;
SPECULAR = 0.5;
vec3 detail_norm_tex = triplanar_texture(detailnormal,triplanar_pos * detail_scale);
NORMAL_MAP = normalblend(texture(texture_normal,base_uv).rgb,detail_norm_tex);
NORMAL_MAP_DEPTH = normal_scale;
vec3 detail_tex = triplanar_texture(detailcolor,triplanar_pos * detail_scale);
ALBEDO.rgb = ALBEDO.rgb * detail_tex;
}