When using a decal that samples based on world space position, the tangent also needs to be set based on a world space direction in order for the tangent normals to be transformed correctly. This is not working when using the Decal Shadergraph.
Steps to reproduce:
- Open attached project
- Observe the 2 groups of brick surfaces
Expected results: Both groups have no visible seams between the decals/quads
Actual result: The decals have visible seams caused by them being rotated along the decal z axis.