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Tiling Randomization

Randomized Tiling for Unity ShaderGraph Works with: 2019.4 LTS, 2020.1, 2020.2

Get rid of tiling artifacts in your shaders by randomizing the tiling.

Before: Standard Tiling

After: Randomized Tiling

How it's done:

Split the UV plane into three groups of hexagons, here colored red, green and blue. Hexes: Tiling Regions

Each hexagon chooses a unique randomized tiling. Here we display the random values of each hex tile. Random: Per-Tile Random Values

We blend the hexagons together. Any pixel fragment only has to consider three neighboring hexagons, one from each of the three groups.

The relative cost, compared to a regular tiling texture fetch, is is a bit of math (which is largely "free" on modern GPUs) and three texture fetches, one for each of the neighboring hexagons.

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Randomized Tiling for Unity ShaderGraph

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