Search found 3 matches

by Cebalan
Tue Sep 04, 2018 2:08 pm
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

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 ...
by Cebalan
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 ...
by Cebalan
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 ...