Open DanielaAuroch opened 1 year ago
I managed to do so just using UV1; the x value gives you the 0-1 value per strand.
I managed to do so just using UV1; the x value gives you the 0-1 value per strand.
I was always using either strandUV or rootUV and it didn't occur to me to check the other UV channels. Thanks, that worked great :)
Yes, not intuitive. Documentation would help a lot.
Hi. I will indeed be adding documentation soon (as soon as time allows). Have you tried using "strandUV.y" ? -- this value should be 0 at the root, and 1 at the tip of the longest strand in the particular strand group that the strand is in.
Question, I'm relatively new to Shader Graph, but I've got a rough gradient working using the UV1 set, how can i access the strandUV.y value?
Question, I'm relatively new to Shader Graph, but I've got a rough gradient working using the UV1 set, how can i access the strandUV.y value?
You can access it by getting the HairVertex node and then splitting the output. strandUV.y should be the "G" value when split.
Unity version: 2021.3.8f1 Render Pipeline: HDRP
Hi there, I've been using the hair system and I'm trying to create pieces of hair with three different colours, from the hair root to the tip. Like this:![image](https://user-images.githubusercontent.com/93538914/197004031-cfb9ffbb-6003-484f-b8bd-ab2d99bba53b.png)
However, I've been unsuccessful in creating this effect. The closest I got was the image below, using the hair vertex position, but it's not the effect desired:![image](https://user-images.githubusercontent.com/93538914/197004449-0f052084-f657-426e-b709-a9d02c3f8dcd.png)
Could you give me some insight on how to achieve the effect I'm looking for? I'm using Shader Graph and this is the graph I currently have:![image](https://user-images.githubusercontent.com/93538914/197005173-99e8caa6-aa10-4eb0-b872-be7fb89e5268.png)