So I’m using a noise node to generate noise for a sprite shader. In this gif I’m just applying it to the color/alpha channels to highlight my issue. The circle and the character both have the same material applied, but the circle is not animated so the noise stays constant, while the character is animated and every time it changes sprites it recalculates the noise. What I’d like is for the noise to stay consistent as the sprite animates. Any idea how I could accomplish that?
Anybody? I’m just looking to have a noise pattern that stays consistent when the sprite changes. I’m not really sure how it seeds the noise/why it changes when the sprite changes
Actually, for anyone who might find this and need a solution: I figured it out. The issue is actually that the sprites are on a spritesheet. Because of this the noise is distributed across the entire spritesheet, and not each individual sprite. To fix this is I added a Vector2 for the dimensions of the spritesheet (so if I have a spritesheet that’s 4 sprites in 2 columns, 2 rows it would be (2,2)). Then I divide 1 by the dimensions, and plug that into the B input on a modulo node. Then I pass my UV through the modulo node. This makes effects (including noise) ‘repeat’ on each sprite instead of being stretched across the spritesheet