This shader was a personal project that ended up being included into the Isolated Intelligence title.
The initial intent was to explore tessellation functions and triplanar shading methods, expecting that the final product should produce emergent surface detail emulating moss, sand, snow, or any substance that would stick to the surface of the target object.
The primary use of this shader once finalized was to cover the surface of difficult-to-uv meshes with detail, such as moss growing on procedurally generated roots, for example.
Further work could include a custom Inspector GUI, as well as additional optional materials across X/Y/Z, as currently it only samples one texture three times, and could instead sample two or three textures a total of three times, for more realistic triplanar options.
![Shader example](https://static.wixstatic.com/media/659cf5_1d8d8a8461c8414299519b44b292c69c~mv2.png/v1/fill/w_945,h_751,al_c,q_90,enc_auto/659cf5_1d8d8a8461c8414299519b44b292c69c~mv2.png)
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