UV-Free Triplanar Shader Pack / Physically-Based Unity 5 Triplanar "Uber" Shaders! [RELEASED]

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Use these Physically-Based triplanar surface shaders in Unity 5 to easily texture objects beautifully without the need for skinning/UV-maps, and eliminate terrain texture stretching.

These shaders are built on the Unity 5 Standard Shader stack to take full advantage of Unity 5’s Real-Time Global Illumination, Physically-Based Metallic and Standard workflows, and much more!

If you’re working with terrains, here’s an example of why this shader pack is a must-have:

Triplanar Shading works beautifully on meshes too (this teapot has no UV-mapping!)

Perfect for Procedurally Generated Meshes (you can even set separate top/bottom/main textures):

FEATURE SUMMARY

  • Quickly texture any mesh without having to skin/UV-map it.
  • Eliminate stretching for textures on terrains and meshes. This is especially useful for jagged terrain, rock/glacier striations, and bricks.
  • Includes Physically Based Metallic and Physically Based Specular shaders, as well as legacy shaders.
  • Supports Unity 5 lighting features, such as Real-Time Global Illumination, skylight reflections, emissive lighting, reflection probes, light probes.
  • Supports forward and deferred rendering paths (incl. legacy deferred), shadows, HDR, lightmapping, gamma and linear color spaces.
  • Like the Unity 5 Standard Shader, features are enabled or disabled by simply using or not using various texture slots and parameters in the customized material editor. At runtime, the appropriate shader variant is pick based on which features are used. Unused variants of the shaders will not be included into the game build.
  • Shader variants for features such as vertex colors, normal mapping, height mapping (parallax), occlusion, emission, detail maps, and rim lighting (for legacy shaders).
  • Shader variants to allow for separate top and bottom textures, with adjustable strength.
  • Shader variants to allow for triplanar projection relative to world space and local space.
  • Terrain shaders can support unlimited textures. (4 textures per pass).

REQUIREMENTS:
Unity 5.0.1f1 or later, Shader Model 3, Build for Windows, Mac OS X, or Unity Webplayer

TRIPLANAR SHADERS INCLUDED:
(Click to see screenshot of Material Inspector)

ADDITIONAL FEATURES

Texture Power field: This bonus field allows you to control the degree of overlap/sharpness when performing triplanar projection. A low Texture Power helps create more believable surfaces from more organic-looking textures such as rock or grass. A high Texture Power allows for sharper texture transitions between top, bottom, left, right, front, and back surfaces - good for repeating textures such as bricks, grids, and strong patterns where overlap is not desired.

Vertex Colors: Add color variation by applying vertex colors from the mesh. Control the strength of the vertex colors with the Vertex Color Strength slider.

Custom Material Editors and Shader Keywords: These shaders come with custom material editors that are automatically displayed when using materials with the UV-Free shaders. These custom editors automatically switch on/off features (shader keywords) used in the shaders so that only the variants of the shaders (from among hundreds of possible variants) will be included in the game build. You can also programmatically enable or disable the shader keywords, but make sure there is a material included in the game build that already has that shader keyword combination.

Normal Multiplier or Bump Scale: Shaders which include a Bump/Normal Map have a Normal multiplier that allows you to control the bumpiness of the normal map to exaggerate it or tone it down.

Terrain Texture Scale Percentage: For terrain shaders, a Texture Scale percentage property provides a quick way to scale all the textures for that terrain simultaneously.

(Experimental) Flip Backwards Textures:(Disabled by default) If enabled, the shaders will flip any textures that are backwards, allowing you to properly display text within the textures, no matter the orientation of the surface. This helps textures to look more natural and not have a “mirroring” effect where the planes of the triplanar projection meet. When this feature is disabled (default) the textures will be flipped or backwards when facing the -X, -Y or -Z planes.

Sample materials and a simple sample scene to demonstrate the shaders.

SUPPORT

Please email me at andyman [at] idumpling.com with the subject “UV-Free Shaders”, or post here.

So that I may help you more efficiently, please specify your issue with as much useful detail and context as possible, such as platform, hardware, OS, how you are trying to use the shaders. Screenshots are useful!

PLATFORMS SUPPORTED

— Windows
— Mac OS X
— Unity Webplayer

1 Like

Looks cool

Hello, I am interested in this asset because I have lots of 3D models that do not have UV map and this could solve this instead of adding an UV map to each object, but the problem is that I am sorry that I do not understand how these included shaders works.

Please, I have some questions

1 - I already have my own shaders from asset store or any other, should I copy all the settings of the shader I already have to the UV-Free shaders?

2 - Can I use Allegorithmic´s Substance Materials ? if yes, how would be possible?

3 - Can I only use the triplanar shaders shown above here or can these shaders be combined with some custom shaders? I mean if I can combine these triplanar shaders with others from the asset store.

Sorry that I really do not know how these shaders work and is why I am asking this so I can understand correctly how these triplanar shaders work.

Thanks very much for your help