Triplanar Projection - Shader Graph Basics - Episode 28

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In this shader tutorial, we create a shader that projects textures from the top, front, and side - and blend between them using the directional masks we created in last week's video. Triplanar projection allows you to texture objects without any UV coordinates.

Here's last week's video that covers directional masks:

And here's the previous week's video that shows how to use position data to project textures:

And here's the playlist for the whole series:

Learn more!

Shader Book Recommendations
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Theme Music
Peace in the Circuitry - Glitch Hop

Background Music
Speo - The Little Things

#UnrealEngine #shadergraph #Unity
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This is the BEST video I have found on the subject! Also, you don't really NEED to do texture projection 3 times, change the normal vector and position space to be world, and it works perfectly (for my case) without a noticeable seam or glimmers.

NeonTheCoder
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Just as I need it. Can't wait for the full Tri-planar material. Merry Christmas!

MrDyzi
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Thanks so much Ben! Was HUGELY looking forward to this. Have been binging this new series to refresh my Unreal knowledge and love the structure and how you break it down. I'm not just seeing the effects of the nodes, but actually understanding what the nodes do. Thanks so much!

danjirinnn
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As always, amazing!!!! Happy holidays you great human being!!! Thank you for all your work!

NiculaeAntonio
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Hi Ben, thank you for sharing your knowledge to us for free on Youtube. You're a hero!
About the blending mask color name, just remember RGB vs CMY(K) color.
Green to Blue is Cyan.
Blue to Red is Magenta.
Red to Green is Yellow.

adisatrio
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So glad I found this channel. You're my hero since early HLSL days when Autodesk had no clue how normalmaps work. Thanks a lot for all you're doing here

florianschmoldt
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Just discovered this channel but it's a goldmine. Thanks for all your work! Instantly subscribed :)

studiospeets
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Great tutorial! I'm learning about shaders and i'm trying to sample a noise around an object. Using the normals that way is genius! Thanks for the knowledge

oddvarlookus
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awesome looking forward for the next one

AhmedHasan
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As always this is the Material class I never had in college. Merry Christmas Ben.

MRDDev
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Thank you so much! :D this was easy to understand and to implement :) thanks

Scarlov
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Great vid as always, simplified my triplanar setup quite a bit. And since you mentioned blending other maps such as normal, I was actually trying to use triplanar with my displacement maps in Unreal, just to realize displacement doesn't work when you're projecting in local space. Do you know of any workarounds for this?

Happy holidays!

fael
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Hi Ben! Thank you for tutorials, they really help. And it's great to see you're back.
I have noticed that this technique is quite similiar to the one you showed in the water caustics decale tutorial, the only difference is that VertexNormalWS node is used instead of Scene Texture - WorldNormal.

I faced a trouble though with the caustics decale when using World Normal - it looks wiered when being projected on a surface with an expressed relief, e.q. pebbles. I think it tries to project on a pebble's side from a horizontal axis, because it's normal is pointing more to the side then to the top. It results in artifacts around each pebble or any other convex item on the texture. (Tried to add a screenshot link, but it seems youtoube would not let me do it, the comment just disappears.)

So i tried to use VertexNormal instead, and it works for top-down projection, but the triplanar thing is not working (if i drop a cube, the decail is stretching on it's sides).

Is VertexNormal incompatible with decails, or it's something else?

Or can I somehow flatten the output of Scene Texture - WorldNormal, to make it bechave more like Vertex Normal - representing only an average surface angle and ignoring the small details?

jamescleave
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Very interesting video! You can explain very well :)
I've an issue with a translucent decal with a normal which I wanna use as a puddle. So because the material is translucent the underlying normal (concrete) reflects my reflection values I wanna have from a flat puddle normal.
I hope you understand my issue and you might have an idea :)

pixpix
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does raising something to a power of 64 hurt performance in any significant way? Considering this operation will be performed for every pixel of the terrain?

cosmotect
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Excellent video!, Just regarding the most expensive method: could we change the "Sampler Source" to "Shared Wrap" instead of "From texture asset" so we don't have to sample the texture 3 times?

alxleiva
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hey can you cover cloud sample atttributes node

gursimransingh
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I heard there are some issues when you wish to project this way normal maps?

openroomxyz
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Would the second method be as costly if procedural textures as well? (a simple noise, for exemple)

eduardobinks
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Nice one! Can you check new UNIGINE shader graph as well in one of the your next videos? :)

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