Contents
What is Triplanar mapping?
Triplanar mapping is a 3D renderer that maps 3 or 6 times an object along the X, Y and Z axis. Instead of UV mapping, triplanar mapping works with 3 or 6 renderers used as textures. Each of them is assigned to an axis and blended on the edges. This texturing technique avoids problems of stretching texture.
What is a Triplanar?
Triplanar movement is any movement that occurs through all three planes of motion. Since most daily activities involves the use of all three planes of motion, exercises that are triplanar are said to be more functional.
How do I change the shader in Unity?
Introduction
- Select the GameObject menu in the menu bar. The GameObject Menu has several objects to create a game.
- Select the Brick wall and go to the standard list box. Choose the Legacy shaders and pick the Diffuse option.
- Now, select the red material and go to a standard list box.
How to change UV mapping in Unity shader?
By default all texture properties in Unity shaders show a scale & offset in the material inspector. For projector shaders these don’t do anything since it’s they’re being applied in the shader, but it can be trivially added using the built in macros most other shaders do use.
How are UV coordinates used to sample a texture?
The Position node gives us a 3D vector however, and the UV coordinates required to sample a Texture2D are two dimensional. Therefore, we can only use two components from the position vector. For example, we could use the X and Z components (labelled as R and B in the Split node) to sample a texture.
How are UV coordinates used in World Space?
I tend to refer to this as World space UVs, but I’ve also seen this referred to as World space “ projected ” (or aligned) UVs and planar texture mapping. The Position node gives us a 3D vector however, and the UV coordinates required to sample a Texture2D are two dimensional. Therefore, we can only use two components from the position vector.
How to change the UV of a texture?
The tex2Dproj () converts that projection space coordinate to a 0.0 to 1.0 range by dividing the xy components by w. This division can be done manually to get a uv in 0.0 to 1.0 range which you can manipulate, and then you can use a tex2D () instead of tex2Dproj to sample the texture.