Okay guys, here's what's going down ! Im working on a game that uses a vertex shader to produce a fisheye effect for the level geometry which is constructed out of blocks. (See video here: https://www.youtube.com/watch?v=iImBtvXtXrk&list=UUfDV5xinF2VjLd8LSAAfgCg However since I wanted to speed up my workflow a bit , I went…
I was going to suggest to transform a (0,0,0)-vector from local to world space but that's the material function you already mentioned. Unfortunately it's not working in the pixel shader for UE3 (it does for UE4). I've also looked trough some UE3 shader files but haven't found anything helpful to use in a custom node. There…
In case you guys may be confused as to what im in need of here.. check these 2 screens out. Showing bounds center and object's pivot points for both models. The shader is using the Bounds center as the pivot, when it should be using the objects pivot point. That way the UV's generated by the shader are always aligned on an…
Okay,,, you've got to be kidding me ! all this trouble because I overlooked a simple nod ?! I feel pretty stupid just about now! Anyways thanks so much !