How to solve texture errors with Triplanar Spatial Material?

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:bust_in_silhouette: Asked By Qwertygiy

I created a custom material in Godot using just PNG images and the editor. I want the pattern to connect around the edges of the shapes without having to rely on custom-wrapped textures, so I enabled Triplanar on the material. This works perfectly on cubes, decently enough on spheres, decently on wedges, and pretty well on custom meshes too.

In some situations, that is.

But when I set “Left to Right” of a Prism to 1 instead of 0, the back face suffers from severe artifacts. Other artifacts also appear on a single face of a custom mesh I was making. I’ve confirmed that it is in the base Albedo texture, and is not merely an artifact of a bad bump map that isn’t lining up right.

Top 2 rows are with “Left to Right” set to 0, viewed from front and back. Bottom row is with “Left to Right” set to 1.

Good, Good, Nope

Triplanar Sharpness doesn’t affect it. UV Offset X warps the lines to different widths, UV Offset Z shifts the lines, UV Offset Y does nothing to the lines. Is there some other property I’m missing?