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Nice one :)
Could you put up a tutorial on the Wiki, so others can find out how to do it?
If you want to make it based on the position of the flag, append the object position X and Z, and put it into a Noise node, and then add that value to the Time node. If you need further help, ask in the forums, this place is more for improving shader forge itself, not really about how to make specific shaders
So, randomness needs to be based on something. You could for instance make it based on object X and Z position, using the noise node. However, this won't work if you want to move the flags around
So you want a random offset on the time, per flag, to make sure multiple flags don't sync?
I think this might have something to do with the random values going too high, due to the time node. How does it look if you add a frac node right after the time?
It depends. Random, per what?

Random per pixel?
Random per object?
Select Random texture?
Select Random color?
Ah, right, yeah, I forgot that you need a one-minus node too :)
Thanks!
Skyshop will release two nodes for Shader Forge soon, which will make it super easy to implement their cubes :)

To control the glossiness for now, multiply your gloss by a value around 6, and insert it into the MIP input of your specular cubemap

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