In this example it creates a sphere mask that i then use to hide the mesh in the material.
But what if i want to do a cube mask in the custom node?
How do i do that?
Found the solution:
float4 CubesMask = float4(0.0, 0.0, 0.0, 0.0); // Mask for four cubes
// Define the positions and half extents of the four cubes
float3 CubeCenters[4] = {
float3(80, -80, 80),
float3(-80, 80, 120),
float3(100, 80, 120),
float3(-80, -80, 200)
};
float3 CubeHalfExtents = float3(50, 50, 150);
// Iterate through each cube and calculate the distance from its center
for (int i = 0; i < 4; i++)
{
float3 Distance = abs(ObjectWorldPosition - CubeCenters[i]);
// Check if the pixel is inside the cube
if (all(Distance <= CubeHalfExtents))
{
CubesMask += float4(1.0, 1.0, 1.0, 1.0); // Add 1.0 to the corresponding component
}}
return CubesMask;
This will create 4 cube masks on your mesh.
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