Hello, I’m trying to make material for UI background.
First, I just map UV to the output color and get
looks like right but too light.I try the same thing at webGL, I got
obviously, gl has the darker scene and reasonable on mathematical .
later I tryed draw shape and color both WebGL and ue4 HLSL.
I found the position caculation is right(shape did completely well represented) but
final color was be lighted. Like this HSV cycle scene in Gl:
I got custom shader:
I don’t learn hlsl for long, so I’m not sure what’s wrong with custom shader coord(I useTexcoord as init UV).
can anyone give me some adivce about this strange color calculate result? or basic right coord UV input?