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Question Need help fixing my world-space procedural noise subgraph

Discussion in 'Shader Graph' started by rtx89, Jul 14, 2021.

  1. rtx89

    rtx89

    Joined:
    Jul 12, 2020
    Posts:
    13
    Hi all,

    I'm creating a procedural world-space noise shader so I can apply it to multiple objects in my scene, and have the noise line up on every instance of the object.

    I'm close to what I need, but the problem lies in object rotation. It works at 0 degrees and 180 degrees of rotation, but breaks at 90 degrees and 270 degrees.

    I think the issue might be to do with the 1s and 0s in the Transformation Matrix node, but I'm sure I've tried every possible combination and cannot work it out.

    Appreciate any help in advance, thanks!

    Edit: it's worth noting, most of the graph below i've Frankenstein'd together from other threads here :) is there a way of console logging values from shader graph? I feel like if I knew what the values of Transform Matrix actually were, that'd help me working this out on my own.



     
  2. rtx89

    rtx89

    Joined:
    Jul 12, 2020
    Posts:
    13
    Update: a kind guy on Discord helped me fix this. I was way overcomplicating things.

    Maybe this'll help somebody one day: