I forgot to post this earlier, I was approached by someone and asked how to make a camera facing texture. I recalled a similar thing from a UE4 live stream of a material based on the Palantir from Lord of the Rings made by Alan Willard:
https://youtu.be/mig6EF17mR8
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZvOu4dPgwuVuj8CdZqx11mIQ_eNW_X7bfokLZHjBgMxWZ8z6ZKfQDvDxJ3Z5O31u7hGTU2z_vDgahIxaCTX3jncaMGeg6O_n9bu1NQ2CPySOmbcwbeCnkhnsrNgUb24EZQoHgbPvYbeSp/s1600/Camera+Aligned+Texture.gif) |
Camera facing Texture with some distortion effect - The texture is the logo from Ghost Recon Wildlands (It looks ghostly that's why I used this texture. 😄) |
Here is the material set up I learned and implemented:
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEisd70np7wJpUQ1QvMpwsh48507VOIYwpch99Q3r4scl3kqkr25rhAvWtJ3-1vzMIv_40R3rIAGCrerBN_8-Eu_ENZR4FNBtUfnZUnuH1Tv1d7cxNdlZudNu6Lyq-FC6vX_JyivgLR19agT/s640/Annotation+2019-03-20+193228.jpg) |
Material setup for Camera Aligned Texture |
There are a few problems with the material where if you zoom out it somehow gets bigger on cubes or flat geometry. I will need to find some way to cancel out the scaling problem so it stays the same no matter the distance between the camera and the object. As for now, I am calling this done as I need to continue working on the water shader.
Another issue is that there is this weird stretching for cylindrical/flat facing objects but I feel that is something that can be hard coded with parameters.
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