haukethiessen, 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
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