Get screen half within Shader?

Hey guys,

I’m currently working on a couple of post process material blendables and am wanting to divide the screen into halves (4 based on hor+vert axis is preferred though) but have not come up with something feasible yet.

The reason why I want this is that there’s a couple of effects that I have in mind to do, one in which the texture is oriented towards the outer sections of the screen (the corners) using just one texture, where depending on the point in the screen, is the angle it is pointed at (and then use things like panners/etc). If getting the quarters/halves is not possible, how else could I do this?

It would also be useful if there’s a way to get the center of the screen within Shaders too.

Thanks!

https://api.unrealengine.com/udk/Three/MaterialMasks.html

In material you can always get screen UVs, and calculate any coordinates or coordinates-based gradients from it.

I see. I tried using the functions within the standard available in UE4 but I get these gradients that are not really by half even when applying powers to it.

Any more fractional section by Axis (half)?

what do you mean axes? for example? in material you have only screen coordinates.

Like this