How It Works

Hex Mask & Cell Distribution
The shader partitions the surface into a hex grid. Each cell shows the same source texture but with different per-cell UV parameters, reducing visible repetition across large surfaces.
UV Fraction Alignment
Per-pixel UVs are normalized to [0–1] with frac(UV). This aligns content within each cell and keeps wrap artifacts under control.
Per-Cell Offset, Rotation, Zoom
Each hex cell receives randomized offset/rotation/zoom to create visual diversity. These are controllable in the Inspector so you can dial in subtle or strong variation.
Soft Blending at Cell Borders
Cell borders are smoothed with soft blend functions. The Focus parameter controls how sharp or soft the seams between cells appear.
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