Hello!
I'm trying to get triplanar projection to display correct normal maps in a visual shader. There are some great resources on how to do this in other engines, but I lack the knowledge and understanding to recreate them in Godot.
From what I gather you are supposed to take the object space normals and apply the normal map - also in object space - to them, and then convert back to tangent space and use the result as the new normals.
Here's a video demonstrating the solution that I tried to replicate in Godot's visual shaders, but so far failed:
I'm also attaching a screenshot showing the shader for a a single projected direction and what it looks like on a sphere at the moment.
I hope someone can help a shader noob out