This has been annoying me constantly. I use a lot of procedural materials, and the WorldAlignedTexture node only supports texture objects. Is there an alternative?
Hey OhiraKyou -
You can always open the material function itself and copy the vector math directly into a material which would allow you to use Texture Sampler nodes as opposed to the called Texture Object nodes.
Texture Objects are required for using Material Functions and calling an inputed Texture Component. You could also create a Material Function in which you already input a texture sampler thus removing it as an input.
Thank You
Eric Ketchum
I also cannot plug procedural code into Texture Sample nodes; it only accepts textures. Noise and gradients for example, return floats.
Hey OhiraKyou -
If you are wanting to use custom HLSL script you can input that code in a Custom node, and as long as it outputs a 3 Vector you should be able to us the World Aligned Texture Material Functions construction, but you will not be able to use the actual node itself.
Let me know if I need to clarify further -
Eric Ketchum
The Texture Sample nodes used to align textures to the world in the WorldAlignedTexture function do not accept vectors; they only accept textures, which excludes procedural noise, gradients, and other float1-3 (vector) values. Copying the WorldAlignedTexture function is easy enough, but replacing the all-important Texture Sample nodes, which apply the world UVs, is the road block.