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Question by Excadrix · Sep 13, 2014 at 02:09 PM · meshtexture2dmultiple textures

Autoscale Shader with multiple random texture selection.

Hello everyone i have this problem i have this shader in CG which i use to autofit and rescale my textures to fit my surface which i create with multiple meshes Shader "Texturing" { Properties { _Texture("Texture", 2D) = "white" {} _TextureScale("Texture Scale", Float) = 1 }

     SubShader {
         Tags {
             "Queue"="Geometry"
             "IgnoreProjector"="False"
             "RenderType"="Opaque"
         }
  
         Cull Back
         ZWrite On
         
         CGPROGRAM
         #pragma surface surf Lambert
         #pragma exclude_renderers flash
  
         sampler2D _Texture;
         float _TextureScale;
         
         struct Input {
             float3 worldPos;
             float3 worldNormal;
         };
             
             void surf (Input IN, inout SurfaceOutput o) {
             float3 projNormal = saturate(pow(IN.worldNormal * 1.6, 6));
             
             //Scaling
             float3 x = tex2D(_Texture, frac(IN.worldPos.zy * _TextureScale)) * abs(IN.worldNormal.x);
             float3 y = tex2D(_Texture, frac(IN.worldPos.zx * _TextureScale)) * abs(IN.worldNormal.y);
             float3 z = tex2D(_Texture, frac(IN.worldPos.xy * _TextureScale)) * abs(IN.worldNormal.z);
     
             
             o.Albedo = z;
             o.Albedo = lerp(o.Albedo, x, projNormal.x);
             o.Albedo = lerp(o.Albedo, y, projNormal.y);
         } 
         ENDCG
     }
     Fallback "Diffuse"
 }

my problem is that this works perfect if you use the same texture to fill all meshes. When i try to use multiple (similar) textures in random i have fitting problems as you see in the screenshots.. all the textures are created in 512 X 512 and they have the endings the same so to fit between them. alt text

I need the autoscale shader because i have some random meshes which i create with code and i use them to create the whole map (different triangles and dimensions) so i was wondering if there is any way to improve the shader and fits different variations of the texture without the above problem.. this is an example of how i create my map

alt text as you see if i use one texture it works perfect..

Hope i described it well.. my english are not very good and i apologize for this... thank you in advance!

texturing.jpg (88.0 kB)
meshes.jpg (86.8 kB)
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