bevyengine / bevyengine/bevy

Stochastic texture sampling

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#13,682 5 comments 0 reactions 0 assignees View on GitHub
A-Rendering C-Feature D-Modest S-Needs-Design
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Rust
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Description

## What problem does this solve or what need does it fill?

I want to easily make tiled textures look non-tiled.

## What solution would you like?

I'd like Bevy support where as a user I have some tunable settings that allow me to adapt my textures to look non-tiled.

## What alternative(s) have you considered?

Using tools such as krita, photoshop etc. and following tutorials to make textures look non-tiled, or rolling my own shader.

## Additional context

[This reddit post](https://www.reddit.com/r/Unity3D/comments/dhr5g2/i_made_a_stochastic_texture_sampling_shader/)
has a great video, and they also show their shader code, usage example, link to paper its based on etc. and might be a good starting point (either for development or further research)

Here is a snapshot from the above video to show the effect:

**Off**:

![image](https://github.com/bevyengine/bevy/assets/52322338/e016e78c-4c49-4ba8-bafa-f099b26d2279)

**On**:

![image](https://github.com/bevyengine/bevy/assets/52322338/62ebfc32-c4f8-4501-af00-30948d1b064d)

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