Hey guys.
Just wondering if any of you could help me out with a problem I’m having trying to create a parallax window shader. Basically, I’m trying to combine parallax with world space UV projection, but I’m running into a problem I can’t get my head around. My understanding of shader code is very basic, so any help you guys can give would be super helpful.
To use the world space projection material function, I have to use a textureobject rather than a texture sample, which is where I’m running into the problem. Normally, bump offset is plugged into the UV slot on a texture sample, however obviously textureobjects do not have a UV input.
One thing I have thought of is duplicating the WorldAlignedTexture material function and slotting a bumpoffset in there, but I can’t figure out how to combine it with the world space UVs! See below, I have inserted the bumpoffset into the custom WorldAlignedTexture material function, but not sure where to combine it.
Is this even the best place to combine the two functions? Or would I be better combining it in my material instead?