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Atlas Tile Wrapper

The Atlas Tile Wrapper is a specialized utility designed to enable seamless texture repetition for individual tiles within an atlas. Much like the functionality of trim sheets, it allows you to repeat sub-textures in both directions while maintaining the efficiency of a single texture sheet.

Benefits

  • Performance Optimization: Significantly reduces draw calls by batching multiple objects into a single material.
  • Enhanced Resolution: Achieve higher visual fidelity using smaller source textures through tiled repetition.
  • Workflow Efficiency: Streamlines material management and accelerates the baking process for complex assets.


Video Tutorial / Timelapse: 

Workflow for Blender

  1. Material Setup: Create a new material and import your Atlas Textures, ensuring the interpolation is set to Closest.
  2. Node Integration: Add the Atlas Tile Mapper NodeTree to your shader graph.
  3. Parameter Configuration:

    • Repeat: Set the frequency of the texture repetition.
    • Tile Count: Define the grid size of the atlas.
  4. Mapping: Connect the node output to the UV Vector input of your textures.
  5. UV Projection: Project the UVs of your model to the specific tile area. For best results, use Cube Mapping.

    • Note: You can further fine-tune repetition density by scaling the UV islands directly in the UV editor.

Workflow for Godot

  1. Texture Import: Bring your Atlas Textures into the project. If you encounter visual artifacts, disable Filter and Mipmapping in the import settings.
  2. Shader Application: Create a new ShaderMaterial and apply the Atlas Tile Wrapper shader.
  3. Adjust Settings:

    • Tile Count: Define the grid size of the atlas.
    • Scale: Control the number of texture repetitions.
    • Material Inputs: Assign your Atlas maps to the corresponding slots (Albedo, Specular, Metallic, Roughness, Emission, Normal, and AO).
    • Surface Details: Fine-tune Emission Energy, Normal Scale, and AO Light Affect.
  4. Secondary Mapping: Use the Texture AO UV2 toggle if you are utilizing a secondary UV channel for baked ambient occlusion.
Updated 18 days ago
StatusReleased
CategoryTool
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorXtremeZero
Tagsatlas, Blender, Godot, texture, Tilemap

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Atlas-Tiles-Wrapper.zip 702 kB

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