I've been trying to wrap my head around how to write a simple custom node in UDK for the last two days with no success. What I want to do is make a node that will separate the red channel from any sample run through it. I have no experience with custom nodes in UDK, and just started learning HLSL, so please no psedo code.
Set your customnode output type to CMOT_Float1 define a name for your input and then use the code below with ofcourse the inputname changed to the one you gave float1(Inputname.r) is that what you mean?
wow...You just did what I've been trying to figure out for two days in one line...I hate you so much right now :poly121: fake edit: Actually now I'm wondering how you'd offset the channel with a second input for the texture coordinates? and is it possible to have multiple outputs on a custom node? Vailias: Because I want…
yeah not sure about after, but you can make your texture sample a parameter, then duplicate it so its instanced in the shader for resource reuse, then modify the coord sample for each sample, and mask the channels you want. What's the end result you're wanting for your project?