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Question by Tsequier · Jul 19, 2018 at 06:45 PM · shadershadersgraph

Shader Graph - position node with texture ?

Hello ! I've been trying out the new shader graph, and came to an issue : I want to move the position of each vertex base on a texture, but when a texture is plugged into the formula, I cant link it to the position node, the point next to "position" on Master goes gray.

An I missing something ? Thanks !

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avatar image JacobFlynnPrendi · Aug 14, 2018 at 04:40 AM 0
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Did you end up finding a way to do this? I've tried multiple times and can't seem to figure it out.

avatar image Tsequier JacobFlynnPrendi · Aug 14, 2018 at 12:53 PM 1
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I found a solution this morning (I think it's working, didn't test it yet). According to this tweet (https://twitter.com/John_O_Really/status/1026941844444405760), it seems like you need to use the "Sample Texture 2D LOD" node tomake it work with positions !

avatar image CMcN Tsequier · Nov 08, 2018 at 04:14 PM 0
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Thank you! Using the 'Sample Texture 2D LOD' node ins$$anonymous$$d of a simple 'Sample Texture 2D' did the trick for me

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Answer by V0odo0 · Dec 13, 2018 at 08:20 AM

Use "Sample Texture 2D LOD" instead of "Sample Texture 2D" node. This is special sampler node for vertex shader.

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avatar image Alpha-16 · May 06, 2019 at 12:16 PM 0
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Thanks! Worked!

avatar image dustin_pau1 · Jan 15, 2020 at 01:52 AM 0
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Thank you! I was starting to think that masking vertex positions in shader graph wasn't possible. Glad that isn't the case!

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Answer by Trentity · Aug 05, 2018 at 11:27 PM

@Tsequier I've been trying to do the same thing with similar results.

I'm far from a shader expert, but I'm assuming the issue has something to do with Shader Graph deciding what nodes are part of the vertex shader vs. fragment?? Just spit balling.

What I was trying to do, is plug in a texture into a tri-planar node, and offset the vertex positions accordingly.

Although I can't help with the actual issue, if your use case is similar to mine, I think I've found a decent workaround. It revolves around the Gradient Noise node, and then a bunch of math nodes that handle the triplanar projection without using the actual triplanar node (which only has a texture for input).

Hope it helps...Sorry, it won't let me upload the actual shader file. :(


pbr-triplanarvertexdistortion.png (432.6 kB)
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