Hello everyone! I am making a material for a VRChat avatar using shadergraph. I was able to get the main colors and the water effect i was wanting. However i think the water effect i have doesnt line up with the uv of the main coloring of the mesh. In other words when i play the scene, the white lines on the water effect dont line up and it looks weird. I was able to go into the shader graph editor and i was sort of able to fix the problem, now it is consistent across the whole mesh, but the lines dont show but the whole tail does flash white so i know the UV can be changed and the textures can be aligned to what im wanting, but i dont know how it should all be properly setup. I have an unlisted YT link to show the issue in detail. How would i fix the UV in the tiling and offset node? Thank you all for your time and any help is greatly appreciated! https://youtu.be/kczZ4HMFyZI
You have a lot of different options here. It looks like you’re trying to create the appearance of caustic patterns being projected from above? If that’s the case, I would use Position in World Space as your projection coordinates. Add a Position node. Set it to Absolute World Space. Connect a Swizzle node to the with the values set to XZ. That will give you a top-down projection. Then use that are your coordinates.