01
Metal only
No MetalKit or AppKit dependency. Bring any drawable or render stack.
Mip-correct stochastic hex tiling for Apple GPUs. Suppress visible repetition with the textures you already have.
01
No MetalKit or AppKit dependency. Bring any drawable or render stack.
02
Explicit gradients keep filtering stable across stochastic patch boundaries.
03
Use the same lattice for color, normal, roughness, and metalness maps.
One primitive
The package ships MSL source and a compact Swift configuration API. Your material decides which maps use stochastic sampling.
import MetalHexTiling
let library = try HexTilingMetal.makeLibrary(
device: device,
appending: shaderSource
)
var options = HexTilingParameters(
patchScale: 2
).shaderVector