This shader provides a black and white alpha map resembling a net without using any predefined textures as input.
Sub Graph Preview | Usage Example |
---|---|
Note: The warping happening with tiling values != 1 can be used to counteract the stretching of the material that happens when the scale of the object changes.
Built with
Create a net of any size, density and thickness with this shader. The tiling parameter allows for offsetting any stretching caused by scaling the actual object itself.
A Unity version supporting the HDRP/LWRP and ShaderGraph is needed to use this sub-shader!
- Download the .shadersubgraph file
- Save the file in your Project/Assets folder
- Create a new shader
- Select "Create Node"
- Under "Sub Graphs" select the Net shader
- Plug your exposed values into the input
- Plug the output into the alpha channel of the master node
Important
- If you want to use the shader as suggested, as an alpha map, you need to set the Blend Mode of the master node to Transparent
- The tiling value has to be at least 1 on each axis, otherwise the procedural image will be scaled by 0