Hello,
I use a default shader hooked into the internal network of the Rock object. How do I prevent the stretching on the vertical faces as seen in the pic attached?
It probably depends on what you use as displacement. If that's an image map on Y projection, it's logical, as that projects the greys downward. Or you should use a spherical projection, but that requires a different 2:1 map. If it's procedural, you may need a compute normal to get better calculation of lateral displacement. Or perhaps a transform shader set to world position will be enough. If you can post, it's easier to tell.
Yeah it's an image map on the Y. sorry I should have said! So without a relevant lateral displacement image to map i'm out of luck? Guess I should try the procedural route anyway
Well, no. You could repeat the same map in lateral direction (on X and/or Z projection) and merge those, or use a transform shader from the image map to rotate it and merge a few rotations.