I'm trying to seamlessly tile a vertex displaced sphere with a seamless texture. The mesh is displaced during runtime and I can't figure out how to properly texture the sphere in ShaderGraph.
I did a little more research and what I think I'm looking for triplanar-mapping. My sphere is divided into four pieces that are then stuck together:
So as you can see the top and bottom are mapped correctly, but not the sides. When I up the resolution to get a sphere, the distorted texture remains of course:
Here's a sample a basic version of my shader:
Not sure how to do this, I'm assuming I'd have to consider the normal vectors some how?
Thanks!