+1
Add Vector2 input into the "Scene" nodes (Color, Blend, Depth Blend) to offset the screen UVs for sampling these textures
Right now when using "Depth Blend" or "Scene Depth/Color" you can only use the current pixel's screen UV space, but sometimes it's useful to add an offset to it (be it fixed or one that's extracted from a scrolled normal map).
0
Jonny Lerner 11 år siden
One of the benefits of this is having the ability to avoid artifacts that show up when using the "refraction" output.
Kundesupport af UserEcho