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


Price History +

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

  1. Create a Material → CustomRenderTexture/TriplanarPlanetShader.
  2. Assign Base Texture.
  3. Set per-axis Tiling (XY/YZ/XZ) and Blend Sharpness.
  4. 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).