SphereMask with UVs
I'm making a PostProcess shader where I deform the scene texture and then mask it with a Sphere Mask based on character location. The problem is that the final image is deformed by deforming the UVs input, but the Sphere Mask isn't, so my question is, can I deform a Sphere Mask with some UVs like if it was a texture sampler? If not, any ideas on how can I approach this particular issue?
Thanks in advance.
asked Aug 24 '18 at 08:13 AM in Rendering
I ended up doing another PostProcess Shader, so in the first one I make the mask and in the second one I deform the Scene Texture. That worked for me, but I don't like very much having 2 post process shaders just for that.
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