#Boundary shader
1 messages · Page 1 of 1 (latest)
Vertical glow shader to be exact not the grid one
The shader could just be sampling a gradient texture or using UV -> Swizzle "y"
(Probably multiplied with Color property and into Base Color here, and set graph to Transparent & Additive blended under the graph settings)
The model UV map would be responsible for how that gets mapped. The glow model that is - not the building piece. Seems to basically be two cubes with only side faces. The inner one having flipped normals.
is there a way to do it completely procedurally because i want to use noise or other things to animate it later
Can also remap the Position to avoid needing to uv map the model. But it would still be possible to animate the UV.y
i was trying this
does not seem to waork in the way i want it to work
@paper cloak now i tried this, i just need to make that top part that is greyish completely transparent
I would use an Unlit material type