Triplanar node: Blend input ignored in PlayToDevice and builds

Hi,

I’m using the Triplanar node in Shader Graph.
According to this documentation, the node is supported: PolySpatial VisionOS Shader Graph documentation.

However, in PlayToDevice and when building, the Blend input is not taken into account.
Would it be possible to fix this issue?

Thanks a lot!

PolySpatial 2.1.2
ShaderGraph 17.0.3
Unity 6000.0.27f1

Yes, we currently convert the Unity Triplanar node into the MaterialX Triplanar Projection node, and it has fewer options than the Unity equivalent (including a lack of the “Blend” input). We have it on our list to reimplement the Triplanar node ourselves (as we do for nodes that have no MaterialX equivalents), but haven’t gotten around to it yet. I will bump that up on the list so that we get it out in a future release.

In the meantime, the only workaround I know of would be to reimplement the Triplanar node using other nodes based on its reference code.

Hi,
Thank you for your response.
It seems the documentation might need a small update from “Supported” to “Partially supported.”

I just wanted to double-check that it wasn’t already implemented. It looks like I’ll need to create my own triplanar blend node.

Thanks again for your help!

Yes, absolutely. Thanks for the reminder!