X/Y Tilling Clamp for Shaders #64
ChanimeCaio
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X/Y Tilling Clamp for Shaders to avoid problems, it's look like a simple feature (but some Shaders looks weird without it)
Inssue:
Place a gradient in a alpha channel and you will get a hard edge in the end of the gradient.
Unreal have the same inssue, but have a simple option called "Y-Axis Tilling Method" who allow you choose between Warp, Clamp and Mirror.
In the video (no audio) i showed this hard edge in Godot 4.4beta1 and Godot 4.3stable.
You will also see the feature who remove this in Unreal.
This option could be placed in the Shader options who will help shaders made by hand, visual or outside Godot (Material Maker).
my specs:
Windows 10 PRO 64 bits, AMD Ryzen 5 2600, NVIDIA GeForce GTX 1050 Ti, 16 GB RAM
Thanks for your time 😃
2025-01-22.21-10-43.mp4
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