In this video we take a more technical approach to shading and produce a simple animated blinds/revealing and hiding texture fully procedurally. We then take a look at how we can simplify our several nodes in Unreal into a single Custom (HLSL) formula.
This tutorial is aimed at a practical and artist friendly approach to getting familiar with the thought of shader code and understanding the manipulation of numbers that produce the results we see.
Correction: 11:13, Math Clarification Details in Description
After plugging the sine curve into a lerp a mix/lerp node will have no effect of values outside the 0-1 range. Making any negative values from a sine node result in no change (staying at 0 mix/blend).
Correction: 5:50, Red Green Directions
I drew the Arrows wrong here, Green is Top To Bottom, Red is Left to Right.
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