The Anti-Tiling Shader eliminates the ugly tiling effect by randomizing both geometric and organic patterned textures. This allows you to sample your seamless texture randomly and infinitely.How to Work?The shader samples your texture twice. The second sampling offsets the texture slightly. Then it blends the intersection areas together using a mask. The mask can be the texture itself or, if available, a Height Map.Performance?The texture is sampled twice. Even the triplanar process samples the texture three times. To make the result much more realistic, heavy mathematical operations and algorithms (Hexagonal patterns, Perlin/Noise Distortion, Poisson Disk Tiling, Triplanar Coordinate) can be used, but this requires sampling the texture many more times and can place a heavy load on the GPU. In particular, if you want to use a large number of seamless textures, you may experience GPU latency. Therefore, the lowest-cost algorithm has been used. Therefore, it is inexpensive in terms of cost and provides good performance.The shader was created in Unity 2022 and tested in Unity 6. It should work in earlier versions of Unity that use Shader Graph, but it has not been testedIncluded:6x sample textures2x Shader(Lit & Unlit for URP)2x MaterialDemo SceneSupported rendering pipelines: URP, HDRP (includes two versions for URP: Lit and Unlit)Note: Materials are for objects and cannot be used for terrain, because there are already many packages available that break tiling on terrain.




