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Get rid of repeating patters when tiling seamless textures.
Voronoi Texture Scattering


Voronoi texture scattering works by distributing small uvs based on a voronoi texture. Because of this, it breaks up repeating artifacts caused by tiling seamless textures. Unfortunately, it does create seams, though they are largely unnoticable on textures designed to be seamless.
Usage
This plugin is a gdshaderinc file. It is configured by using defines. It's designed to be easy to convert a ShaderMaterial3D
to a gdshader and add scattering. Simply add VORONOI_INIT
at the beginning of the fragment shader and replace calls to texture(t, uv)
with VORONOI_TEXTURE_SAMPLE(t)
. If using a normal map, replace the texture call with VORONOI_NORMAL_TEXTURE_SAMPLE
. That function handles rotating the normal map so that it is oriented correctly.
Options
BASE_SCALE
The base scale of everything.
VORONOI_SCALE
The scale of the uvs in the cells.
VORONOI_ROTATION
Rotates the texture randomly up to this value.
VORONOI_SCALE_RANDOM
Randomly scales the texture based on this value. 0 scale is equivalent to no change.
Example
shader_type spatial;
#define BASE_SCALE 10.0
#define VORONOI_SCALE 1.5
#define VORONOI_ROTATION PI * 2.0
#define VORONOI_SCALE_RANDOM 0.5
#include "res://addons/voronoi_scatter/voronoi.gdshaderinc"
uniform sampler2D texture_albedo : source_color;
uniform sampler2D texture_roughness : hint_roughness_r;
uniform sampler2D texture_normal : filter_linear_mipmap;
void fragment() {
VORONOI_INIT
ALBEDO = VORONOI_TEXTURE_SAMPLE(texture_albedo).rgb;
ROUGHNESS = VORONOI_TEXTURE_SAMPLE(texture_roughness).r;
NORMAL_MAP = VORONOI_NORMAL_TEXTURE_SAMPLE(texture_normal);
}
Attribution
Hash function taken from https://github.com/skeeto/hash-prospector/issues/19 licensed under MIT
Get rid of repeating patters when tiling seamless textures.
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Quick Information

Get rid of repeating patters when tiling seamless textures.