I posted a broader question in the unreal engine forums [here][1], but a more focused question seems appropriate for answerhub.
I’m trying to create my own dithering pattern for the opacity mask of an opaque material. I also want to be able to switch between different patterns quickly (as in, frame animation).
My first test was to use a single texture, UV map it using screen-based UVs and tile it up the appropriate amount of times on U and V, and pipe it into the opacity mask. This all worked perfectly using this texture:
https://forums.unrealengine.com/attachment.php?attachmentid=58140&d=1442939193
I then created the following sprite sheet for the individual frames of the dithering stages:
https://forums.unrealengine.com/attachment.php?attachmentid=58139&d=1442939121
I tried using the flipbook function in my material, but the problem I keep having is that I can’t adjust the UV tiling after I have sampled an individual frame of the animation. That is, I can’t retrieve an individual frame of the flipbook, THEN UV map that tiling across the screen…
Any thoughts are appreciated.
Thanks!