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README.md
Tiling Randomization
Randomized Tiling for Unity ShaderGraph Works with: 2019.4 LTS, 2020.1, 2020.2
Get rid of tiling artifacts in your shaders by randomizing the tiling.
How it's done:
Split the UV plane into three groups of hexagons, here colored red, green and blue.
Each hexagon chooses a unique randomized tiling. Here we display the random values of each hex tile.
We blend the hexagons together. Any pixel fragment only has to consider three neighboring hexagons, one from each of the three groups.
The relative cost, compared to a regular tiling texture fetch, is is a bit of math (which is largely "free" on modern GPUs) and three texture fetches, one for each of the neighboring hexagons.