Beschreibung
TileShuffle is a fast texture variation function for removing visible tiling. Every cell of your texture gets its own offset, rotation, scale and mirroring. Cells are joined by organic, irregular seams instead of a visible grid, and outside a narrow blend band at each seam the texture keeps its full detail and contrast. It takes inspiration from cell bombing, hex tiling and classic texture variation techniques.
It generates offsets from a sequence that was design to minimize visual repetition. This means the result looks great even without randomized rotation and scale, that a lot of textures like brick or sand with direction often can't leverage.
It’s easy to drop in and works well with decals, materials and landscapes.
All example images use a single texture sample with no macro textures or noise.
UV features (all adjustable)
Randomized
Offset (Generated to avoid repeating patterns)
Rotation (0–360°)
Mirroring (X only, Y only, or both)
Scale (min/max)
Offset jitter step: locks offsets to steps, which keeps lines unbroken in bricks, tiles and other patterned textures
Adjustable cell size (default 1 UV; 0.5 works well for high-frequency textures like sand)
Rotation offset: set the base direction of every cell, for example driven by a texture or flow map
Material function features
Simple, Dithered and Blended versions
Rotation and mirror correction for normal maps
Projection-corrected DDX/DDY outputs for correct mip selection and anisotropic filtering
Pure shader math: no extra textures, no setup and no baked data
Supports UV DDX/DDY chaining (Great for using together with FPOM, TriPlanar mapping and other UV techniques)
Questions? Check out our Discord!







