#Tiling issues
1 messages · Page 1 of 1 (latest)
Instead of World Position, you could use object space position multiplied by scale
I'll try that, thx! :D
I'm not sure if this is what you meant but I tried this and it just kinda broke everything
Almost but not quite. The position there is the pivot point of the object so it will be the same for every pixel of the object so you will end up in one plain color. Instead you should use the Position node which gives the position of the pixel/fragment instead. The scale is set up correctly
IT WORKED!!!!
Tysm!!!! :D
Man life would be so much easier if Blender nodes could be used in Unity
Np. You may also need to give the normal in object space too, I’m not sure how that works. Otherwise rotating the object probably looks weird
good to know
I have had similar thoughts but it also makes sense given how different the rendering engines are. Especially a lot of the features only work for ray tracing and are not a all compatible with realtime rasterizers