I am currently working on a way to apply a basic material to a cube, world aligned or not; and control the texture’s individual channel rotations using a Vector3 input.
At the moment, I have the XYZTexture input split into GB, RB and RG (each plugged into the “UVs” input of 3 separate “CustomRotator” nodes). I also have the Rotation Vector3 input split into R, G and B (each plugged into the “Rotation Angle” input of the respective “CustomRotator” nodes). The issue is, I am not sure of how to combine these Vector2 outputs back into a “complete” texture after the rotations have been applied.
I have referenced the “RotZAxis” setup of the “WorldAlignedTexture” node and, although the Z rotation works properly, I am not sure how to get the other two axes to work correctly, nor do I really understand the implementation of the setup itself (primarily the lerping of two channels with the alpha of the R mask). I have seen and referenced Luos’ World Aligned Material with Rotation and Offset but again, for the sake of knowledge and thoroughness, I want to understand what it is I am implementing in my work without just downloading cookie-cutter assets and hoping they do the trick.
If anyone could point me in the right direction I would really appreciate it.
LMillz