Hey there, I’m new to Unity.
I once saw this video of Blender Guru showing how to improve seamless tiling with some rotation and blending of the tiling image texture.
around 4:20
Now my question is. Do guys know how this is done?
Is there a possibility to do this in Unity?
Cheers
Paul
Here are some links I’ve put together with some information about how to do something similar in Shader Graph:
Have you ever tried using tileable textures to cover large surfaces or add fine-scale detail to your meshes? If so, you’re probably familiar with the visible repetition pattern that quickly emerges with higher tiling values. At Unity Labs, we have...
This is the feedback thread for our research prototype implementing Procedural Stochastic Texturing. Use this space to ask questions, offer feedback and show your results if you try it out !
Our goal is to implement this technique as a new sampler node in ShaderGraph at some point, offering support for custom shaders and the new rendering pipelines.
Ported to later versions of SRPs by community members (one might be HDRP only, not sure about the other):
Contribute to needle-tools/procedural-stochastic-texturing development by creating an account on GitHub.
For Amplify Shader Editor:
https://www.reddit.com/r/Unity3D/comments/jjumrp/we_added_a_procedural_stochastic_sample_node_to/
Some other useful links:
https://www.reddit.com/r/Unity3D/comments/dhr5g2/i_made_a_stochastic_texture_sampling_shader/