Node native
Composes with Standard and Physical node materials.
Stochastic hex tiling for Three.js TSL. Hide obvious texture repetition across large surfaces while keeping your existing PBR workflow.
Install
Pure TSL compiles to WGSL for WebGPU and GLSL for the WebGL 2 fallback. No ShaderChunk replacement, prototypes, or global state.
$ pnpm add tsl-hex-tiling three
Composes with Standard and Physical node materials.
Color, normal, roughness, metalness, and AO maps.
Tune scale and blending without recompiling materials.
Minimal API
import { applyHexTiling } from 'tsl-hex-tiling'
const { uniforms } = applyHexTiling(material, {
map: colorMap,
normalMap,
roughnessMap,
aoMap
})
uniforms.patchScale.value = 3.5
Designed for terrain
Randomized triangular neighborhoods break long-range repetition while explicit texture gradients preserve stable mip selection across patch boundaries.