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Not Reproducible

Votes

1

Found in [Package]

Issue ID

1041690

Regression

No

Triplanar Shader uses screen space instead of world space

Package: Shader Graph

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We are trying out the shader graph editor, but when working with the triplanar node we found out that it is using screen space and not world space as written in the note. It's clearly visible when moving the screen.

I attacheda video showing the problem. We are currently running Unity 2018.1b13

Kink3d commented on Apr 18
Hi,

Thanks for reaching out. Can you try it in the scene view please? The master preview there is actually moving the object when you rotate (I think) so it might be misleading...

Thanks

ssnd292 commented on Apr 18
Okay, but just to make it sure: Could you before I go into any more testing, quickly explain to me how exactly this triplanar node works? I know the theory behind it, but I somehow don't understand the results this node produces.

What I am missing mostly in this case is the direct blending of textures. See how Amplify does it http://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Shader_Editor/Triplanar_Sample

But I checked it ingame again, its not screenspace, but its calculated from the camera position or something similar? As it changes when I move my editor viewport camera.

Kink3d commented on Apr 18
Thanks for the video. Thats not at all what im seeing here, perhaps this has already been fixed as the Triplanar node had some work done on it.

Can you tell me what Unity version and Shader Graph package version you are using?

For what its worth, our node should work mostly the same as the Amplify one, although theres allows supplying different textures for the samples (which admittedly is pretty useful...)

ssnd292 commented on Apr 18 •
I downloaded the files from this repository yesterday and using 2018.1b13

And yes, just throwing in the texture to the node directly would make our life a lot easier as then theres no step in between required. (Also I'd like manual triplanar blending one an axis that I selected via dropdown for example).

Edit: I should clarify: We are using a Unity HD Project and the files from this pack https://github.com/Unity-Technologies/ShaderGraph/tree/HDMasterMerge

Kink3d commented 29 days ago
Aha! That explains it. Thanks for clarifying. Im going to go out on a limb and say that it will work fine on Lightweight RP on master branch and there is an error in transformation code on the HD subshader.

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