#Semi-Complex Shader Behavior Help

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spark tangle
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Looking to replicate something I did in blender-- I was able to use multiple pictures on an object and tie their positions on that plane to a vector2. When I did that, they appeared flatly on that object, almost ignoring the UV mapping, which is what I want.

In Godot VisualShader, I'm able to have the image change position on the object by adding to the UV's vector2 position, but I didn't plan on these pieces using the UV map so they distort in unintended ways. The question is, is there a way to get it the way I had it in Blender, or do I need to do something else?

Thanks in advance for your help.

How it currently looks in Godot:

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The desired end result, from Blender:

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I'll work on adding in the other picture textures once this is properly figured out.