I'm trying to create an interior mapping shader using blender.
I've followed this tutorial. The problem I'm having is that it only works using plane oriented in one direction.
I've tried using the normal of the geometry but with no success.
This shader uses the actual rotation of the object, but this causes an issue with multiple objects using the same shader, and rotating the object 'cut' the projection.
How can I make it so the shader works in any rotation (around the z axis), and not cut the projection ?


