I’m having some difficulties with a shader I’ve made in Shader Graph
The shader uses Triplanar mapping to get a texture to stretch correct over a bunch of child objects. It works really well in the editor, but on the iPhone there seems to be some differences on how the uv’s are read (or something, I’m pretty confused to what’s actually happening)
Here’s how it looks in the editor:
And here’s the same view on the iPhone
Here’s the graph
And the custom node
Is this a bug on my side, or is it a general shader graph thing?
That shader graph image is very small so I can’t quite make out everything in it, and I have no idea what that TextureTriplanar node is doing as it’s not part of the built in shader graph node set. There is a triplanar node, but it’s very different. That looks like it might be a sub graph. If there’s an issue, it’s probably there.
You are right, it is a subgraph, I’ve uploaded it, but for some reason it needs to be approved by a moderator.
But there’s really not a lot going on in there anyway. It’s just feeding some uv values to a sample texture.