Hero!
I couldn't get the Rotate about Axis to work, because I didn't understand I needed to feed the rotational axis this way to the node (a vector 4 with the rotating axis at '1'). With your example I managed to get the rotation working. So now I can rotate the entire shader.
I'm now heading ...
Search found 3 matches
- Tue Sep 04, 2018 2:08 pm
- Forum: Amplify Shader Editor
- Topic: Rotation of World position coordinates for masking shader
- Replies: 6
- Views: 5260
- Mon Sep 03, 2018 11:44 am
- Forum: Amplify Shader Editor
- Topic: Rotation of World position coordinates for masking shader
- Replies: 6
- Views: 5260
Re: Rotation of World position coordinates for masking shade
Thanks for getting back to me!
Thanks for the tip, if we can't work it out here, I'll make sure I repost in the public unity forum.
The issue i'm currently having is dat I want to cut out a square in a set of large objects. Everything outside a set distance should not render (and thus is cut-off ...
Thanks for the tip, if we can't work it out here, I'll make sure I repost in the public unity forum.
The issue i'm currently having is dat I want to cut out a square in a set of large objects. Everything outside a set distance should not render (and thus is cut-off ...
- Thu Aug 23, 2018 12:57 pm
- Forum: Amplify Shader Editor
- Topic: Rotation of World position coordinates for masking shader
- Replies: 6
- Views: 5260
Rotation of World position coordinates for masking shader
Heya!
I've currently been spending too much time on this, so I seriously need some help.
What I'm doing is using the distance between the vector 4 origin point (0.0.0.0) and world position surface data X and Z axis, to either render or not render pixels.
However, I want to be able to rotate the ...
I've currently been spending too much time on this, so I seriously need some help.
What I'm doing is using the distance between the vector 4 origin point (0.0.0.0) and world position surface data X and Z axis, to either render or not render pixels.
However, I want to be able to rotate the ...