Randomized tiling function, eliminate repeating patterns in your textures!

Mostly done with optimizations now, made massive improvements:


The terrain patch the cursor is pointing at is blending between 4 base and 4 top layers, so 8 layers total. The red one is still blending between a total of 24 layers. I’ve decided to leave them all available since the additional layers get compiled out without issues or additional cost (Well except making the material graph bigger).
I’ve also changed how blending between the top and base layer is performed which is now dependent on the normal of the bottom layer. The way it blends at slopes with that is pretty nice. The biggest caveat is that the material only works well with temporal AA active and no tesselation.

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