Plug-and-Play Triplanar Shader (URP)
Plug-and-play triplanar shader for URP. Super simple: assign one texture, set per-axis tiling, done. Great for planets—drop a regular texture on a sphere with no UVs or prep.
by HungryCraft
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Perfect for planet textures: wrap a regular texture onto a sphere in seconds—no UVs, no prep.
Drop-in Triplanar (URP) samples one texture from three orthogonal projections (XY/YZ/XZ) and blends by surface normal. Make a material, assign a texture, tweak three tiling values and blend sharpness—done.
Why it’s easy
- No UV unwrapping; works on any mesh.
- Clear controls: XY (Z proj), YZ (X proj), XZ (Y proj) + Blend Sharpness.
- Clean inspector (Texture Tiling/Offset hidden; optional minimal custom inspector included).
- Mobile-friendly when using mipmaps.
Included
- Shader: Assets/TriplanarShader/Shader/TriplanarPlanetShader.shader
- Example materials: Assets/TriplanarShader/Example/Materials
- Example prefabs (ready spheres): Assets/TriplanarShader/Example/Prefabs
- PDF quick guide
Quick start
- Create a Material → CustomRenderTexture/TriplanarPlanetShader.
- Assign Base Texture.
- Set per-axis Tiling (XY/YZ/XZ) and Blend Sharpness.
- Apply to a mesh (e.g., the example spheres) or use in a CRT workflow.
Notes
- Mapping is object-space; avoid non-uniform scaling if you want an unskewed look.
- The pass is unlit (no lighting/shadows).