I’ve been learning shaders lately. I have a shader in unreal that I need to “convert” to unity. Due to a few problems I started checking basic nodes. And here new problems appeared
Same operation, subtract, gives me different result for different engines.
If I subtract position in unity, I get different result on preview than without subtracting.
But when I’m doing it in unreal, preview is the same in both cases.
Am I doing something wrong or why are the results not the same? I do not mean the exact shade of the colors, but the arrangement of “quarters” of colors on the sphere.