I think you are correct and that this may be the issue, I am going to try to figure out how to change that…
I guess I understand the idea here, and the difference between vertex/texture coords, but I am not sure how to make the necessary changes to the shader. Is this a simple thing to do?
You need to use triplanar mapping.
In the vertex shader a texCoord variable is defined as the vertex position. In this instance it’s converted to world coords for noise lookups.
And in the fragment shader, that world coordinate is sampled along all three axis.
It’s probably better to read an article that someone else already wrote, rather than me explain the same thing.
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