I'm writing my first shader in tb3. i'm trying to recreate the rime flame that simon shared in his talk and am staying as close as i can to the material he was able to provide
here.https://www.youtube.com/watch?v=_mcXnb2tSa8&feature=youtu.beRight now I am distorting the uv's by adding it to my main texture's texcoord. it's skewing it slightly but I can't figure out how to pass it in like I normal would. is there a way to do this?
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Unity has a built in function called TRANSFORM_TEX. it passes in a scale bias on the texCoords that looks like this:
tex is the name of the variable coming in and name is the name of the texture. any combination i've done so far hasn't given me what i've wanted yet. anyone have an idea?
https://www.youtube.com/watch?v=Qk3FgDzg2f8