#Sky Box ShaderGraph Help!

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limber flower
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I'm trying to make a space background with blinking stars and I've followed this: https://youtu.be/wSM-l2T8wOk?si=ao9d-8e-i9QnI7xi tutorial as it yielded the effect I really wanted but the tutorial fails to address a giant seam stretch where the two halves of the sky box connect making a very ugly stretch. I would highly appreciate any help any one has on this as I'm super new to this node based shadergraph stuff and get really lost. Already tried contacting the creator of the tutorial, no dice sadly.

Here is what I have:

In this tutorial, we will show you how to add fantastic shiny starfield to your video game in the Unity engine.
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00:00 intro
01:35 Creating a new project and setting up the scene
02:25 Creating new sh...

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next jacinth
# limber flower I'm trying to make a space background with blinking stars and I've followed this...

The stretching occurs because the UV0 (used by Tiling And Offset nodes) for the skybox mesh are actually 3D coords (like the vertex positions)

In this case you might want to remap using Arctangent2 similar to this tutorial : https://jannikboysen.de/reaching-for-the-stars/

Building a flexible procedural skybox shader in Shader Graph for Unity's URP! We'll be tackling sky colours, stars, a sun/moon, clouds and fog!

limber flower
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Awesome I'll give it a shot when I have a chance. Hope this fixes it!