Triplanar with Deep Parallax in Godot

Triplanar mapping is already expensive, and multiplying that by the samples for paralax occlusion mapping is probably a bad idea. It was fun to implement this anyway, even if I don’t use it in a game. In my current WFC prototypes, I’m re-using models and rotating them. At some point I’ll need to handle also transforming the UVs based on the rotation of the tiles’ models, but for now triplanar mapping is a quick way to get an idea of how things might look. ...

Steven Landow