Welcome to 2019! I’m only nearly 3 weeks late.
In this tutorial we’re going to build our very own triplanar mapping shader using Unity’s Shader Graph. I’m using the HD render pipeline, but lightweight should be all fine and dandy.
We cover the full triplanar experience, and then make 2 more variations of the same shader, one including projection on a uniquely mapped mesh, so you can add snow or moss or sand, etc to the tops of anything you want. Neat eh? Yeah it’s neat.
If you want to build this in ampli
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