I know there’s a ‘Distance’ node that can do this but that’s not what im after.
If i have a gradient texture, i want to know the maximum value of the whole texture, not just the current UV position…
Is this possible, and if so how?
If you mean that you have an arbitrary texture and you want to get the brightness of the brightest pixel in that texture, well there is no practical way to do that in a material. (Unless you use tiny, 2x2…4x4 pixel textures. Above those sizes cost and material complexity would skyrocket.)
A better way would be finding that value for each texture in Photoshop (it’s histogram can probably tell this precisely) and storing that as a scalar parameter in a material instance.
■■■■… I was hoping there was maybe some HLSL code trickery that would work… thanks.