Shadergraph triplanar object space normal mapping help

Here’s an object space triplanar subgraph with inputs and outputs for albedo and normals. This uses the same basic setup as the Triplanar node that ships with Unity’s ShaderGraph, but without the incorrect application of the world space to tangent transform, but instead an object space to tangent transform.

This doesn’t have all the features that I implemented in my article, neither does the built in node, but it should serve as a good example. Maybe someday I’ll update or make another article with object space triplanar stuff.

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