Hi!
I’ve made a shadergraph which I am using with a particle system to create a flame distortion effect. I am using world position and animated noise nodes to make the flame particles act as one whole. My issue is that world position seems to act strange with particles. Viewed along the Z axis it displays correctly
However, along the X axis it stretches out, creating these unpleasant horizontal bands instead
Here is the relevant part of the shadergraph for reference
Do I need to somehow take into account the camera’s view angle? switching to view position instead of world position does cause it to display correctly from all angles but creates new issues with offsetting based on player position so that is not a usable solution unfortunately.
Any help on how to circumvent this issue would be greatly appreciated!