Most common / Bread & Butter Shaders and Materials "techniques"?

well i can’t figure out what exactly you might be doing.

  • I use remap to set the 0-1 range of black and white into a small output such as [-0.1] to [+0.1]
  • it means 50% gray now = 0 and we have negative and positive motion.
  • The other thing it does it sets the top and bottom values to only 1/10 what they use to be; that makes the distortion subtle, which it needs to be or you get wild distortion.

this remapped adjustment is added to UV, that means it will be combined into a UV layout rather than multiplying the UVs.

a value of +1 = +100% repositioning… it has left the image and come back on the other side. So that should tell you just a small .01 means the pixel has moved 1% of the image space and 5-10% is usually plenty of ‘wobble’

How do you go about picking a Noise texture for a certain VFX you want to make?

usually distortion is for randomness of a texture so that people can’t see it repeating; there was a time I needed a fish to swim and so I made a simple sine wave texture myself so that it was non-linear

It was this


that line just panned across X over infinity
a falloff *X so that the fish head was 0% distortion and the tail was 100%
black was -y
white +y

In order to know specific distortion you have to convert your minds artistic motion into the discrete numerics; That comes down to patience, practice and experience.

Unity URP (Universal Render Pipeline) has Simple (Perlin), Gradient and Voronoi

  • Most needs of noise is for randomness, so they can satisfy that… especially because you can always multiply two to get interference and process them with more calculation complexity.

  • a great deal of artistic RnD can be trial and error -

this particular thread was about trial and error, trying to understand boolean destructive & constructive texture motion and it broke my head without just seeing it.
video here

[edits, my bad gramer/spelling]

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