Strange behavior with Custom UV
I'm attempting to "squeeze" the UV's in a material to achieve a faked perspective. To do this I'm scaling the X coordinates and using the V coordinates to lerp between the scaled coordinates at the top and unscaled at the bottom. The result is sort of what I'm looking for, but I don't want this curved effect:
I tried using custom UV's to force it to use the vertex shader, but the results are very strange:
Does anyone have an idea on how to achieve this?
Shader is attached: link text
Thanks! ~Mike D.
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