Table Of Contents
Tri Planar Explained
Same Image On Each Axis
When enabled, this option forces Image X shaders to be executed for all axis projections. When disabled, Image Y and Z shaders will be executed for the Y and Z axis projections respectively.
The color for the X/Y/Z axis projections, respectively.
Image X/Y/Z Alpha
The alpha for the X/Y/Z axis projections, respectively.
This value dermines how much of the color results for each axis can overlap and be blended together. Having some amount of blending results in a soft transition between axis colors, instead of a hard edge.
This value determines the power curve of the axis overlap blend and can be used to tighten or slacken the blending effect between axis colors.
The UV projection for each axis is computed from the coordinates of the object that is being shaded. Because objects can vary in size and location in the world, the options below allow you to tune how the object coordinates are mapped onto uvs.
These values scale the projected UVs computed for each axis.
These values offset the projected UVs computed for each axis. Combined with the Scale option, the UVs for each axis are modifed like so:
u = (u + Offset.z) * Scale.z
v = (v + Offset.y) * Scale.y
u = (u + Offset.x) * Scale.x
v = (v + Offset.z) * Scale.z
u = (u * Offset.x) * Scale.x
v = (v * Offset.y) * Scale.y
These values, in degrees, rotate each axis UV projection respectively, so the Rotation.x value rotates the X Axis projection etc. This rotation is applied after the above Scale and Offset adjustment.
Projection Space Type
This specifies the projection space type, which determines how object coordinates are projected into uv coordinates.