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Clamp BaseMaterial3D triplanar sharpness to values that never look broken #58600

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Calinou
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@Calinou Calinou commented Feb 27, 2022

master version of #58601.

An alternative solution I was thinking about was to switch to a "hard" cutoff that only performs one sample per pixel when the sharpness is greater than 150. This would also improve performance in situations where you don't need triplanar mapping to smoothly blend between textures (e.g. in hard surface level design with CSG nodes).
That said, this may be better suited to a dedicated boolean property.

This closes #58587.

Testing project: test_triplanar2.zip

@pwnorbitals
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Just wondering for triage, is there anything wrong with this PR ? It is old so we may want to merge it if it's fine :)

@Calinou
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Calinou commented Aug 16, 2022

It is old so we may want to merge it if it's fine :)

We don't automatically merge PRs if they're old and have no reviews. We still need review from a qualified maintainer before we can merge this PR.

@akien-mga akien-mga merged commit cb62c91 into godotengine:master Aug 22, 2022
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Thanks!

@Calinou Calinou deleted the material-triplanar-sharpness-clamp branch August 22, 2022 20:24
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Triplanar sharpness > 180 causes visual glitch
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