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SEAMLESS CONVERTER SHADER – Instant Tileable Textures preview
Unity

SEAMLESS CONVERTER SHADER – Instant Tileable Textures

By Occlusionn

$4.99

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $4.99. The latest store price is $4.99, matching the lowest recorded price shown here.

Recorded prices for SEAMLESS CONVERTER SHADER – Instant Tileable Textures 1 price observations from Oct 31, 2026 to Oct 31, 2026. Lowest recorded price $4.99. Exact dates and prices are listed below. $0.00 $2.50 $4.99 Oct 31, 2026: $4.99. Latest store price Oct 31, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 1 recorded price
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$4.99Latest store price

About SEAMLESS CONVERTER SHADER – Instant Tileable Textures

  • Art & Visuals > VFX
  • Art & Visuals > Textures & Materials
Seamless Converter Shader is a productivity-focused Shader Graph solution designed to completely eliminate texture tiling artifacts. Its script-free architecture provides an advanced Hex-blending workflow for non-seamless textures, AI-generated surfaces, and scanned assets. As projects scale, tiling artifacts quietly degrade visual quality: noticeable repetitions, obvious seams, and the burden of manual UV editing. Seamless Converter Shader brings this entire process into a clean Shader Graph structure, helping you keep visual continuity under control. Eliminate visible tiling, Cleaner texture workflows, Faster iteration (drag → drop → refine). How It Works: Hexagonal Grid Generation: Procedurally generates a hexagonal grid structure directly on the selected mesh surface. Randomized Cell Logic: Assigns randomized UV offset, rotation, and zoom values for each individual cell. Smooth Blending: Seamlessly blends UV transitions across cell borders to fully hide repetitions. Shader Graph Integration: All logic runs entirely inside the shader; no scripts, complex setups, or manual UV work required. Hex-Blending Control: Seamless Master: Instantly toggle the blending system on or off. Focus Control: Adjust the blend softness between cells to fine-tune the transition. Dynamic Cell Randomization: Rotate: Per-cell randomized rotation. Zoom: Per-cell randomized scale variation. Hexagonal tiling layout that provides a more organic look than traditional square grids. Projection & Mapping Modes: Triplanar: Automatic blending for complex vertical/horizontal surfaces like terrains and cliffs. Sphere Mapping: Supports spherical UV projection with polar blending to prevent pinching. Visual & Debug Modes: Style Toggle: Switch between Texture / Both / Debug modes to visually analyze the underlying grid structure. Instant visual feedback via the Real-time Inspector. Normal Map & Depth Support: Full Normal Map support with adjustable strength. Advanced offset control to maintain depth perception. UV Ratio Modes: Standard: UVs remain stable relative to the original UV map. Auto: UVs adapt proportionally to the mesh dimensions. Free: World-space scaling, ideal for procedural geometry. Pipeline Compatibility: URP / HDRP / Built-in: Fully compatible with all Unity render pipelines (Pipeline-agnostic). Zero-Setup: Assign your texture and the system works instantly. Editable Shader Structure: Clean, readable, and production-ready graph structure. Fully customizable learn how it works or use it as a base for your own custom shaders. Support & Community: Join our Discord for support, tips, and update announcements. Full documentation included with a quick-start guide.

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