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Copy file name to clipboardExpand all lines: com.unity.shadergraph/CHANGELOG.md
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- Optimized loading a large Shader Graph. [1209047](https://issuetracker.unity3d.com/issues/shader-graph-unresponsive-editor-when-using-large-graphs)
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- New deleted asset dialogue fixes a bug where deleted assets would throw a missing file exception in the console. [1232246](https://issuetracker.unity3d.com/product/unity/issues/guid/1232246/)
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- Fixed a bug where `Scene Depth` nodes would stop working after adding a keyword on the blackboard. [1203333](https://issuetracker.unity3d.com/product/unity/issues/guid/1203333/)
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- Fixed NaN issue in triplanar SG node when blend goes to 0.
Copy file name to clipboardExpand all lines: com.unity.shadergraph/Documentation~/Triplanar-Node.md
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## Description
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Triplanar is a method of generating UVs and sampling a texture by projecting in world space. The input **Texture** is sampled 3 times, once in each of the world x, y and z axises, and the resulting information is planar projected onto the model, blended by the normal, or surface angle. The generated UVs can be scaled with the input **Tile** and the final blending strength can be controlled with the input **Blend**. The projection can be modified by overriding the inputs **Position** and **Normal**. This is commonly used to texture large models such as terrain, where hand authoring UV coordinates would be problematic or not performant.
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Triplanar is a method of generating UVs and sampling a texture by projecting in world space. The input **Texture** is sampled 3 times, once in each of the world x, y and z axes, and the resulting information is planar projected onto the model, blended by the normal, or surface angle. The generated UVs can be scaled with the input **Tile** and the final blending strength can be controlled with the input **Blend**. **Blend** controls the way the normal affects the blending of each plane sample and should be greater or equal to 0. The larger **blend** is, the more contribution will be given to the sample from the plane towards which the normal is most oriented. (The maximum blend exponent is between 17 and 158 depending on platform and the precision of the node.) A blend of 0 makes each plane get equal weight regardless of normal orientation. The projection can be modified by overriding the inputs **Position** and **Normal**. This is commonly used to texture large models such as terrain, where hand authoring UV coordinates would be problematic or not performant.
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The expected type of the input **Texture** can be switched with the dropdown **Type**. If set to **Normal** the normals will be converted into world space so new tangents can be constructed then converted back to tangent space before output.
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