Barycentric coordinates inside the Material Editor?

Hi,

Is there anyway to get the barycentric coordinates inside the Material Editor? Basically I’m trying to replicate this GLSL code in UE4:

Thank you o/

There is no existing UV channel that is set up that way but it could be done in code, or by creating a max script to create a UV channel like that for you.

Cool. I figured it would be much quicker to get a “quad” version of this working using squares since the math will be a bit easier than doing triangles.

Thank you for the answer. For anyone coming after this answer, I got something similar in Maya by creating a second UV-channel and overlapping all the polygons on top of each other in the UV-map (all the vertices touches the borders of the UV-texture). This way I know what “UV-coordinates” are near the edges.