Hey guys. I'm currently looking for a way to blend or switch between texture objects in UE4 so I don't have to eat the cost of my UV set up, and what happens after the sampler, every time I need a different texture. I'm assuming there probably won't be a way do operations on a t2d prior to the sampler, but I figured someone a lot smarter than me might know of a way.
Everything I've tried so far has resulted in cast errors between non-numeric types or just incompatibility between t2d and float inputs.
Any info is most appreciated! Thanks for reading
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The texture object can be a parameter I believe, but there really aren't operations you can do on it. Its the chunk of data in memory that IS the texture. So you can load it, replace it, and sample from the data. The only way to get it on screen in any meaningful fashion is to sample from the texture in some way.
I was just hoping to avoid creating a new sampler for every new texture I need to implement. The leanest solution I can think of is one where I can re-use all my UV instructions, the sampler, and all the subsequent instructions after the sampler, without redundancy. But like you said, It appears you can't perform and operations on it.
Thanks for your time Vailias!
https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/CustomizedUVs/index.html
Thanks for the Link Vailias!