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][4]
Thanks!
~Mike D.