diff --git a/doc/classes/SpatialMaterial.xml b/doc/classes/SpatialMaterial.xml
index b49ee4c774f5..b348556dac67 100644
--- a/doc/classes/SpatialMaterial.xml
+++ b/doc/classes/SpatialMaterial.xml
@@ -360,6 +360,7 @@
A lower number blends the texture more softly while a higher number blends the texture more sharply.
+ [b]Note:[/b] [member uv1_triplanar_sharpness] is clamped between [code]0.0[/code] and [code]150.0[/code] (inclusive) as values outside that range can look broken depending on the mesh.
How much to offset the [code]UV2[/code] coordinates. This amount will be added to [code]UV2[/code] in the vertex function. This can be used to offset a texture.
@@ -372,6 +373,7 @@
A lower number blends the texture more softly while a higher number blends the texture more sharply.
+ [b]Note:[/b] [member uv2_triplanar_sharpness] is clamped between [code]0.0[/code] and [code]150.0[/code] (inclusive) as values outside that range can look broken depending on the mesh.
If [code]true[/code], the model's vertex colors are processed as sRGB mode.
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index e0b51367e0ed..61235c775401 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -1519,8 +1519,9 @@ Vector3 SpatialMaterial::get_uv1_offset() const {
}
void SpatialMaterial::set_uv1_triplanar_blend_sharpness(float p_sharpness) {
- uv1_triplanar_sharpness = p_sharpness;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_blend_sharpness, p_sharpness);
+ // Negative values or values higher than 150 can result in NaNs, leading to broken rendering.
+ uv1_triplanar_sharpness = CLAMP(p_sharpness, 0.0, 150.0);
+ VS::get_singleton()->material_set_param(_get_material(), shader_names->uv1_blend_sharpness, uv1_triplanar_sharpness);
}
float SpatialMaterial::get_uv1_triplanar_blend_sharpness() const {
@@ -1546,8 +1547,9 @@ Vector3 SpatialMaterial::get_uv2_offset() const {
}
void SpatialMaterial::set_uv2_triplanar_blend_sharpness(float p_sharpness) {
- uv2_triplanar_sharpness = p_sharpness;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_blend_sharpness, p_sharpness);
+ // Negative values or values higher than 150 can result in NaNs, leading to broken rendering.
+ uv2_triplanar_sharpness = CLAMP(p_sharpness, 0.0, 150.0);
+ VS::get_singleton()->material_set_param(_get_material(), shader_names->uv2_blend_sharpness, uv2_triplanar_sharpness);
}
float SpatialMaterial::get_uv2_triplanar_blend_sharpness() const {