JuanSalice
JuanSalice
- Adjusted values. - Grass grid fading now is independent from the fog. - Values are scaled to avoid big numbers. - Fixed an issue where the grass texture was...
Experimenting with different shader features and effects using a single texture. Also testing how to create a completely new texture from shader using an hlsl script. https://images.zenhubusercontent.com/337227404/6130f24a-0e6c-459b-9917-57aacef9b7bf/map_rendering_test.mp4
- Added a grid to the map, that aligns with each pixel of the original image no matter the scale of it. - Added a color and thickness value for...
Added custom HLSL node with original map functionality. Now the output of the new node is used as a base for all the effects applied to the map  https://images.zenhubusercontent.com/337227404/a4963aee-7dc1-4968-83df-aa61cff64222/custom_map.mp4
- Modifications to HLSL script to better adapt it to shader graph. - Added custom colors to the grid and the pointer, and a thickness value to the grid. -...
- Created a version of the shader that is responsive to the screen resolution, adapting the mouse position and the zoom to different resolutions. - Normalized mouse position values. https://images.zenhubusercontent.com/337227404/be5d475e-6d93-4130-827d-2f66dac1fef9/new_map_v3.mp4
- New version of the map shader which can be adapted to the current's map behavior easier. - Optimized hlsl script for new shader. 
- Changes in map shader to be able to adapt to screeen size. - Added the ability to mask the map shader. https://images.zenhubusercontent.com/337227404/71b5d6dc-e978-42a8-884c-91d9c68b570b/map_v3.mp4
- Found issue when rendering the map. Can be solved by changing the canvas to Camera Space, but still investigating for alternative solution.
- Created 2 hlsl scripts to optimize common behaviours in shader graph, those being getting the aspect ratio of an input UV, and scale textures and mask from its center....