Triplanar displacement

One of the things I miss from Unreal is the ability to do triplanar displacement with no cracks at the seams of the mesh. AFAIK the reason this happens in Unity is because the displacement happens in the vertex shader before triplanar calculations are made.

Not sure how low level of a change this would need to be, but it would make it a lot easier to make things like landscape auto materials.

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You can do this in Unity, but your mesh must not have any UV seams (no UVs at all would be best) nor any shading interruptions (hard edges).