Hello!
I'm pretty new in using ASE (and shader in general), and have been amazed on the awesome stuff ASE can do
So for our game project we have a square tiled grid based map, something you might see in isometric simulation games or tactical turn based games.
The idea is to change the alpha map of a tile based on its position in the world.
I've tried converting the X and Z values of the world position into an index for a Global Array which then determines the texture index in the Texture Array.
If I use only the X or Z value (or any Float or Int node) and use it as the index of the Texture Array, it works perfectly fine.
But it doesn't work if I process the X and Z value using Math Operators to get a proper index for the Texture Array, it even returns some weird results...
Using Add Operator on a 3x3 grid
Using Multiply Operator, notice the curve
Using Divide Operator
I am absolutely confused on how the Operators created these weird shapes and cutouts of my mask @_@
Here are my Nodes:
Note: The divide by 6 on the left is to convert the world position into a "grid position", so you get (0,0), (0,1), (1,2) instead of (0,0), (0,6), (6,12)
Also, using Global Array output (With Float/Int Node index) on a Texture Array doesn't seem to work (It is also possible that I don't use the Global Array node properly >.<)
Any help is appreciated! Thank you!