Using Material Triplanar = too "heavy" for web export?

Godot Version

4.5

Question

I plan to export my project to web, which I have never done before. I then read that using Material’s Triplanar can be CPU intensive.

I use Triplanar + World Triplanar everywhere on my level.

For the people experienced with exporting game to web : Would this be a cause for concern?
(I know I could “just try it” but I’d like to read some advice from a more experienced people as well)

It depends on the number of materials you’re using in the scene. Triplanar means that Godot ignores UV maps and instead reads each texel three times, then combines them into the final result based on the normal vector of the corresponding face on the mesh surface.

If you have 5 different materials in the scene, you probably don’t need to worry. If there are 100, it will start to have some impact. But it’s best to test it on specific examples.

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