Triplanar Mapping for Projected Textures #132
Merged
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Triplanar mapping for projected diffuse textures (introduced by Better Dynamic Snow / Simplicity Of Snow / Shaders Of Solstheim).
Fixes texture striping when projection is parallel to object geometry, most notably for snow on Windhelm architecture.
Uses screen space derivatives because geometry normals don't help. Uses UV based triplanar mapping for performance.
Works for VR and flat screen, although it needs to hook into different code paths for each platform. The function "ComputeTriplanarUV" does the math.