haukethiessen,
@haukethiessen@mastodon.gamedev.place avatar

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:

haukethiessen,
@haukethiessen@mastodon.gamedev.place avatar

I finally found the time to write a tutorial on how to implement this hexagonal tiling material:
https://www.artstation.com/blogs/haukethiessen/BPb7/cheap-hex-tiling-for-every-occasion
The two most interesting aspects that I haven't seen described anywhere else:

  • use of dithered UVs instead of sampling textures multiple times
  • stepped offsets instead of rotation for grid-like surfaces like brick walls, etc.

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