NokiMo
Megan Fox
Megan Fox

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An anti-tiling/Voronoi shader for Unity

Here's a Unity shader implementation of the Voronoi/anti-tiling stuff. This is based on the Legacy Bumped Diffuse shader, because I use it a ton, but you could just as easily apply it to any other shader. The meat of it is this part:

So really all you do is copy-paste that into another shader (or an include) and use textureNoTile in place of tex2D anywhere you want the anti-tiling done.

What I'm less certain on is if it's actually getting what you'd actually expect for normals, or if the normals are noisy relative to the base material. I haven't done significant testing, and while in theory if your normal UVs are equal to your diffuse UVs, you'd expect the same value to pop out - I'm not actually sure? Floating point inaccuracy likely means the two go in and come out different, and a psuedorandom algorithm can blow that kind of difference out to totally different values, so... dunno?

If anyone does the experiment, let me know! The shader is fine for my purposes, in any case.


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