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Tessera AntiTiler preview
Unity

Tessera AntiTiler

By MSU_Games

$29.99

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: $20.99. The latest store price is $29.99.

Recorded prices for Tessera AntiTiler 4 price observations from Oct 22, 2026 to Nov 4, 2026. Lowest recorded price $20.99. Exact dates and prices are listed below. $0.00 $15.00 $29.99 Oct 22, 2026: $20.99. Unity New Release Discount 2026-10-22 2026-10-29 Oct 22, 2026: $20.99. Unity New Release Discount 2026-10-22 2026-10-29 Oct 22, 2026: $29.99. Unity First Price 2026-10-22 2026-10-22 Nov 4, 2026: $29.99. Latest store price Oct 22, 2026 Nov 4, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 4 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$29.99Latest store price
$29.99Unity First Price 2026-10-22 2026-10-22
$20.99Unity New Release Discount 2026-10-22 2026-10-29
$20.99Unity New Release Discount 2026-10-22 2026-10-29

Sale and bundle history

The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About Tessera AntiTiler

  • Tools, Systems & Learning > Development Tools & Automation
  • Tools, Systems & Learning > Level & World Building
Break visible texture repetition on large surfaces with variance-preserving stochastic sampling — the contrast stays, the grid goes. URP and HDRP, triplanar and biplanar, Unity Terrain splatmaps, height, histogram, macro and detail blending. Six drop-in shaders including Unity Terrain; Shader Graph optional.

The problem
One ground texture, tiled a hundred times, reads as a grid. The eye finds the period in seconds and then sees nothing else. The usual answers all cost something: more textures cost memory, decals cost draw calls, bigger textures only move the problem further away.

The approach
Stochastic sampling splits UV space into a triangular lattice and reads the texture once per cell with its own random offset — and, optionally, its own rotation. Three of those taps are blended barycentrically.
That alone makes the surface flat, because averaging independent random variables shrinks variance. This asset computes exactly how much was lost and puts it back, rather than hiding it:
```
result = mu + (blended - mu) / sqrt( SUM wi^2 )
```
The gain bounds itself. Where one tap dominates, `SUM wi^2` is 1 and nothing is touched. Where three taps meet equally it is 1/3, so the gain is sqrt(3) — the most the blend can ever need. Nothing is hand-clamped.
That is why a blend band here looks like more of the same material instead of a soft patch. Measured: local RMS contrast inside the blend band is 1.035x the contrast of the dominated core. With the correction switched off, the same measurement reads 0.78.

Unity price last checked .

Prices and availability may change.