I’m trying to create a shader graph to apply a rippling distortion across a sprite shape. I’ve got it mostly working by transforming the noise in each sprite to be offset by the sprite’s world position. However, it seems to not be working properly for rotated sprites such as each edge in the sprite shape.
This is how it looks when I pipe the noise right into the output. It looks correct: vm19dk
This is the graph: Imgur: The magic of the Internet
However, when I apply this noise to the UV, something no longer lines up on the rotated segments: gd20ap
This is my shader graph in which I apply the noise to the UVs: Imgur: The magic of the Internet
I’m not sure what I’m doing wrong and help would be appreciated.