The unhidden full shader
The images on this site, bar this page, were all created before I built The Infinite Surface Shader. I needed to use lots and lots of different RGB textures, which basically means projecting real images over 3D geometry. Though the look is of course realistic, RGB textures are heavy on memory in Blender and I needed to make sacrifices along the way because too many RGB textures meant too much memory. Coupled with the fact that to make something like an image of a brick wall with a few bricks cover a huge wall without obvious repetition is incredibly difficult and time consuming. With the Infinite Shader, everything is based on numbers in the background rather than pixel data, which means it can scale infinitely and filling a huge wall with a brick texture that never looks the same at any point comes down to one number, whichever scale you like.
Because The Infinite Surface Shader is based on vector information instead of set colour information, the customisation is endless. Add cracks, customise the size and shape, customise where it appears on the surface, customise all the colours, add dust and dirt, add water leaks, diagonal tiled floors, cobblestone floors - the list is endless. And you'll be safe in the knowledge that it's highly detailed and completely seamless.
The workings behind the shader are complicated, but the controls are not. Even a beginner to Blender can drop in The Infinite Surface Shader, mess with a few of the controls and end up with a completely unique surface. Everything is controlled by a simple set of value inputs and colour ramps, nothing more. Thankfully, unless you're feeling adventurous, you never need to move away from the controls as everything you need is there. If however you do feel like messing with it's parts, the nodes for even more customisation are marked in red so any advanced user can find the connecting filter and change even more values.
The Infinite Surface shader uses up to three times less memory than an RGB texture so it's perfect if you don't have enough spare for that huge tiled wall; drop this in instead and you've got yourself a seamless tiled wall that doesn't max out your memory.