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When sending UVs to a texture, you generally don't want to have uniform UVs. UVs are usually not uniform values, so if you input uniform values (Such as sliders and constants) into a UV input, you will get the same coordinate across the entire mesh, giving you a flat color.

This means that in order to control the speed of panning, you need to alter a UV Coordinate node.


Panning is essentially adding a value to UV coordinates over time. (Multiplying would be scaling the UVs)

Here's one way of doing it:




Hope it helps :)

The instruction counter is broken a the moment, but SF in general does pretty much everything in the fragment shader, including lighting, which isn't optimal when you want to reduce instructions. Vertex lighting and all is planned, and should work along with the lightmaps down the line!

Thanks for the comparison! Will look into this tonight

This is now implemented in Alpha 0.11 :)



This can be done with the append node. The Vector2/3/4 nodes are supposed to be constants :)