Hi! I’m working on a project at the moment where I have a ton of objects at different scales all with the same material. I’m wondering if there is any way to have all the object’s materials be tiled to look consistent without me manually having to make a material for each object.
reply cuz I also wanna know
Are all the textures using square pngs?
lets assume yes. Why?
Because nobody could bother giving an answer, might I suggest uv mapping every object to the same scale. Although if they are going to be scaled that might be a problem.
This unfortunately doesnt work if you are using the primitive shapes in the render component.
Sorry for the late reply, I had an event and couldn’t get back to you, I am going to guess there is a way to change the amount of tiling via code. If you have a script that gets the size of the object I’m sure there is a way to divide it to make it properly tiled.
I’ve made a triplannar mapping shader which should work for your primitives.
Project Link
Go to shaders folder and it is the new-plannar-mapping script. You can look at the scene for examples.
This wraps the textures so that the texture size stays consistent.
Thank you very much, this will be highly useful.
Will this work for imported 3d models also?
Yes.