+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 hace 11 años
One of the benefits of this is having the ability to avoid artifacts that show up when using the "refraction" output.
Servicio de atención al cliente por UserEcho