Render Textures

Render Textures are special textures which are updated at runtime. The Camera component has a Target Texture variable, which can be set to a Render Texture object to output the camera’s view to the texture rather than the screen. To create this object we can right-click somewhere in the Assets folder on the Project window, …

Vertex Displacement

While fragment shaders provide colours for each fragment/pixel, we can use vertex shaders to offset the vertices of the mesh. In shadergraph, nodes that are connected to the Master node Position input will be written into the Vertex stage of the shader, (while anything else is probably written into the Fragment stage). Note that this …

Polar Coordinates

Polar Coordinates When using UVs you are usually using the Cartesian coordinate system, or something similar to it at least. Pixels along the X or U axis start at 0 and increase to 1 horizontally, and the same goes for the Y or V axis but vertically. We can then offset (Add/Subtract) and scale (Multiply/Divide) …