Hi Folks, Got a shader creation question for the UDK shader gurus on here. I'm busy teaching myself UDK and as an experiment I've been trying to implement a shader in the UDK material editor that would give the illusion of the game world being curved. I found an example of a cylindrical world shader for Unity and tweaked…
Thanks for the info on that. I went away over the weekend and continued tinkering with the UDK material editor. I came up with the node setup shown in the attachment below which seems to roughly emulate the coderesult.vertex.y -= result.vertex.z * result.vertex.z *_Offset; from the Unity shader. Inasmuch as it moves/curves…
I know this might be long time obsolete, just want to point out that you can indeed access the view projection matrix in UDK materials. Just use a custom hlsl node with something like this: return mul(x, ViewProjectionMatrix);