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UE4 : Dissolve Shader Breakdown Result Triplanar Noise First, we're gonna need to have a noise Texture Panning to get some motion going. To avoid tiling on some meshes, the best way to add noise is to project it in World Space. Let's start by using a Triplanar Function and add the parameters to control the speed and the scale. First, let's take the World Position and break it to isolate the Blue channel, you can do the same for the others if you wish. Let's one minus the output and put it in a switch with a Static Bool parameter to invert the Dissolve later on. Multiply that by parameter to control the Scale of the Blue channel independently to the other to get a stretched look if you want, i'll call it Z Scale. Then, multiply all of that by the Time mulplied by a Speed parameter to finaly get the panning. Plug all the other parameter to the WordAllignedTexture and we are almost done. As you can see, i multiplied the time and the global scale to the Object Scale nod...