Shader experiment of the day:
When hex tiling is used to hide texture repetition, the coordinates are usually rotated per tile. That works great for chaotic surfaces without a noticeable directionality, but doesn't work for textures where the orientation matters. So I added a switch to just offset the coordinates randomly instead of rotating them. And for brick walls, tiles, etc, there is the option to use stepped offsets, so that the tiles are still aligned to the same grid:
#gamedev #Unreal
This implementation is inspired by a Siggraph 2011 talk called 'Real-time Image Quilting: Arbitrary Material Blends, Invisible Seams, and No Repeats' by Hugh Malan. The only difference is that the implementation presented in the talk uses per-vertex data to define the splats, while I use hexagonal pattern mapped in world space.
https://advances.realtimerendering.com/s2011/index.html
@haukethiessen Am I right to assume that this would also work using UV coordinates instead of world space XY?
@lumpn Yes, wouldn't make a difference