Unity: how to tile a texture to be a constant size

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I need to apply a normal map to a mesh so that it remains at the same scale regardless of the size of polygons, I know this should be possible with some complex UV mapping, but I want to use this effect pretty extensively so I would love to have a shader that can do it on the fly. It will only be applied to vertical walls, so it doesn't really need to be able to handle sloped tringles. I am using URP and I know that for lighting to work properly I need to use a modified version of the simple lit shader that comes with urp, but despite being the 'simple' shader, it is still way too complicated for me to understand. I imagine this is an issue many game devs encounter so it seems like the should be a pretty simple solution, except I haven't found one. Has anyone else had this issue and knows how to solve it?

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