Hi, I’ve been struggling with this issue for a while now and I can’t seem to find the cause. I have this triplanar shader that works fine except for when a surface is in between the front/top/right directions. Then it gets very bright. Even though in the inspector I set it to the same color 3 times. Any thoughts on what this might be and how to solve it would be very much appreciated!

I’m assuming you’re simply multiplying the directional colours by their respective weights and adding them. This works well and is how it’s done in pretty much every tutorial out there, but it isn’t correct. The dot product used to calculate the weights is equivalent to finding the cosine of the angle between each vector - this means that directly between two sides isn’t 0.5, but instead is ~0.7. As such, when you add the two components together, you end up with a total intensity of ~1.4 - hence why the colours are blown out (not to mention this increasing even further inbetween all 3 directions).

To fix this, you’ll need to normalise the final colour based on the total weight;

```
finalColour = (colour1 * weight1 + colour2 * weight2 + colour3 * weight3) / (weight1 + weight2 + weight3);
```