Best way to do triplanar projection on landscape master materials?

So running on a Vertex Shader versus a Pixel Shader will be more performant, but less detailed. And running that through Nanite will essentially triple the cost because of how it deals with the triangles. What would the performance difference be for e.g. running Vertex Shader through Nanite versus Pixel Shader with/without Nanite? And would Nanite bring the quality of Vertex Shaders back up towards that of Pixel Shaders?

Side note on textures, I’m currently using 2K. Obviously the balance between quality and storage versus 4K. Which would you typically use?

Now, from what I understand from this, by combining all of these I can essentially get the Shader count down to 2 per material by using the 1 shader method of Triplanar and combining the Roughness into Diffuse Alpha. Then I could use a shader array to combine all of the materials into one? I’m not entirely sure how the array works, but do you know how difficult the array is and if it works like that? My goal is not to get a AAA game to run on mobile, target is PC and Console. So I can afford a bit. But I still want it to be optimal, so would that really be worth it?

Edit: Last thing, I have distance scaling too which requires duplicate textures. I don’t know if there is a way to shrink this into one, but going with two means double the shaders. If I went with what I have right now, I have six Shaders per Material and would have the same with Triplaner/whateverplanar. Shrink this down to 4 once I combine Roughness into Albedo. Is that an ok amount? I don’t really know what’s industry standard but that seems pretty good to me.

sorry for this very long-winded comment :slight_smile:

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