Hello everyone!
So I have a gradient that is panning through the World Position Offset, and masking out the red channel to give me the x-axis. My problem is that when I place my object in the world, It's offsetting in X but when I rotate my object, it continues offsetting in the x-axis, instead of following the objects orientation. So what I am asking is, is there a way to use world position offset in local space? Let me know if I need to try and explain this better!
Thanks!
Replies
It only has been accessible in UDK's vertex shaders as of recent though, older builds didn't let you transform.