Comparing Triplanar Shader Projection with Traditional UV Adjustments for Modular

Hello community, wish you all a joyful day.

I’m currently working on creating modular assets for my personal project, themed around a medieval city.

In the process of creating these modular assets, attention to UV mapping is crucial to avoid unsightly seams when assembling them. Adjusting UVs can sometimes be time-consuming to ensure they fit seamlessly with modular components. During this process, I discovered another solution.

I learned that in the Unreal Shader, we can use the Triplanar projection to quickly achieve a seamless blending of modular components with the same material (e.g., walls, floors, roofs, etc.).

So, does the Triplanar Shader have significant applications in games for this scenario? Clearly, it helps save time on UV adjustments. How about the associated costs, complexity, and performance?

Thanks to everyone for their insights. ^^