Reputation: 561
So the final effect that am trying to achieve can be found in this tutorial video (unity shader lab) and my case i want to reach this result:
So far i created these properties:
And the result is this (no idea why "tiling" has 4 fields even though its a Vector2):
After that, i added 2 new properties:
A tiline and Offset node which has its offset controlled by the Position property, plugged it to a Sample Texture, and multiplied the output with the Emission texture output, and plugged the result to the Emission inpute of the PBR node:
It's kinda giving me what i want but its far from finished, what i can't figure out is:
Thanks a lot in advance! i really hope the Shader graph community start getting bigger cause its been super hard to find answers even for the the most basic things.
Have a nice day!
Upvotes: 2
Views: 28947
Reputation: 41
@user40079 was't wrong, he/she just didn't tell you which texture needs to be clamped. I think mask texture need to be clamped to achieve what you want.
Here is my graph.
Upvotes: 0
Reputation: 133
Try setting the texture's wrap mode to clamp instead of repeat at the import settings.
Upvotes: 0