Bear with me because I am relatively new to material editing.
I am using Unreal 5.3.2.
I am trying to mimic the PS1’s affine texture mapping effect that warps vertices close to the camera.
I have come across this link which did so in Unity: PlayStation 1 Affine Texture Mapping in Shader Code
And this link which did so in Unreal: Corrected Affine Texture Mapping (PS1 Style)
The difference seems to be that the Unity version utilizes the clip space’s “w” component whereas the Unreal version uses the “B” component of the camera space vector, which I understand to be the depth. (I have also seen the absolute world position used instead of camera space).
Right now, it kind of works, but the warping effect is way too drastic, especially around the edges of the screen. It’s possible that I don’t have enough tessellation on my mesh but I’m not sure if the unreal version above is even correct in the first place. The “w” component and the “B” depth component do not seem related to me.
If anyone could direct me on how to properly implement this effect in the current version of Unreal, or even just confirm the material is indeed doing what it is supposed to do, it would be highly appreciated.