In this video we take a more technical approach to shading and produce a simple animated blinds/revealing and hiding texture fully procedurally. We then take a look at how we can simplify our several nodes in Unreal into a single Custom (HLSL) formula. This tutorial is aimed at a practical and artist friendly approach to getting familiar with the thought of shader code and understanding the manipulation of numbers that produce the results we see. Corrections (Thank you to viewers/comments below): 06:64 - Math Correction, sine curve goes from -1 to 1. Not 0 to 1. After plugging the sine curve into a lerp a mix/lerp node will have no effect of values outside the 0-1 range. Making any negative values from a sine node result in no change (staying at 0 mix/blend). Patreon: Discord:
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