Hi!
So I have two UVs I want to compare. One is just a normal UV, and the other is the world space coordinates, broken down into its X and Z values. In other words, a vector2 that is projected from the Y axis.
For sake of simplicity I will call the normal one UV1 and the world space one UV2.
Now, when I add in a default plane and resets its transforms, UV1 and UV2 have no difference in rotation. In other words: they both point into the same directions.
But as I rotate the plane on the Y axis, UV1 starts rotating away from UV2, and the angle between the UV’s gets bigger.
I really hope that this is at least somewhat understandable.
Is it possible to calculate the angle formed between them in Shader graph?
Thank you!