Hi Guys
How can I prevent the obvious repeating tiling and maybe randomly roate each “tile”?
Hi Guys
How can I prevent the obvious repeating tiling and maybe randomly roate each “tile”?
Every shadergraph instance will produce the exact same results unless you give it different inputs. One way to do it would be to use the Instance ID node and multiply it by a factor to get a random seed for every instance. You could also use the world position to give an offset to your effect.
Great, now what is all that in plain english?
Or better yet, can you draw me a picture or show me an example graph please?
@newguy123 if you want something that is a bit more retro and literally rotate tiles, you could rotate UVs for each “tile” in your UV. This works for a single quad/triangle and is not geometry based. You could also mirror the tiles or manipulate them in other ways.
But here’s a simplified example I cooked up, I modified one of my old shader graphs. Hopefully you can get some ideas from this. (zoom in to the image to see the details…)
Thanks @Olmi this is exactly what I’m looking for, except I would also like to blend the edges of each tile into each other so you dont see the seem/edge of each UV tile
Thanks @Alesk these look good, but all the code is making my head spin. Isnt there a ready graph that is downloadable with this stuff in it? …or at least a picture like Olmi posted that shows in picture form what I’m suppose to be doing?