Hello,
I was looking for an alternative for tri-planar mapping because it's a little heavy.
After some searching I found Bi-planar mapping which is a little cheaper but still looks good enough.
https://www.iquilezles.org/www/articles/biplanar/biplanar.htm
But I have trouble of re-creating the shader in Godot.
The function below seems not supported, is there a way to work around this?
ivec3 ma = (n.x>n.y && n.x>n.z) ? ivec3(0,1,2) :
(n.y>n.z) ? ivec3(1,2,0) :
ivec3(2,0,1) ;