Hey, everyone! 
I have a texture to which scaled UVs are applied (a0 and a1 nodes).
What would be a way to kinda elongate a0 in a certain direction, to make it look like the Result node?
For now, the Result is a code, that samples the texture with offsets in a loop, so it’s not very efficient.
I scaled the UVs to start with because my circle was too big 
You also need
on the texture.
1 Like
Hey!
Sorry, apparently I wasn’t clear enough 
This is how I scaled and displace a0 and a1.
I guess, what I really need, is to fill the space between each pixel of the first scale and their shifted positions according to the second scale and displacement.
Scaling the image deforms the original, and I need to keep the shape intact.
Here’s another example of what I need:
I hope, it’s clearer now 
PS: some almost-pseudo-code I have in mind, but don’t know how to properly implement, due to not knowing how UVs really work:
float4 Color = float4( 0, 0, 0, 0 );
if ( resultUV >= UV0 && resultUV <= UV1 )
{
Color += float4( 1, 1, 1, 1 );
}
return Color;
PPS: I also tried this way, but it just draws them distinctively:
1 Like
I did think it was a little strange 
I have no idea, I’m afraid… 
What are you actually trying to do, in terms of the experience of the player?
I’m trying to simulate soft shadows from 2D sprites for quasi-isometric top-down game.
Just wanted to do smtg more interesting than just blobs 
Tried to create custom mesh shapes, make them invisible and cast shadows, but they don’t quite fit, too distinct and edgy.
1 Like