Hello!
I’m trying to create a shader, that adds a staircase affect to vertex color mask.
The setup below creates an uv grid that “pixelates” the texture input.
How could I achieve a similar effect with vertex color node, which has no UV input?
My idea is to use this tile mask and compare the color in every tile with vertex color, however I don’t know how to compare values per tile and not per pixel.
This whole setup will be used to blend tile texture with a bare wall texture, to create an effect of tiles that fell off from the wall. All kinds of simpler approaches result in a mask that doesn’t get cut along the tile mask, but creates random shapes
I hope somebody stumbled into this problem before and know the solution
Cheers