Essentially the problem with triplanar textures is the lack of edge faceting making things look flat. If you were to bake the curvature into a texture instead you could hotspotUV your mesh in-engine and have a triplanar material use that for edges.
Usually you use triplanar textures to avoid having to UV but in this case you'd have the shader sample the curvature map and then blend between two underlying textures based on that.
You would then be starting to get quite high on your texture samples per pixel but if you're using TAA or fine with some dithering you could use dithered triplanar mapping to keep this all super cheap.
For sure! Not a huge fan of it myself (although I will admit DLSS is worth the perf gains at times). Our next game will be shipping with TAA off by default. Just a possible optimisation to the technique.
You could tie the dithering to the shader quality level too if you dont mind dithering on low.
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Essentially the problem with triplanar textures is the lack of edge faceting making things look flat. If you were to bake the curvature into a texture instead you could hotspotUV your mesh in-engine and have a triplanar material use that for edges.
This would allow you to expose an exponent to the shader to choose how smooth & deep your edge highlights are.
That coupled with a noise tex+params to modulate transition.
https://www.youtube.com/watch?v=dFApswlwsRc
You could tie the dithering to the shader quality level too if you dont mind dithering on low.