Texturing clamping in Shader Graph?


#1

Hey guys, I’m trying to work out how to clamp my textures in Shader Graph. I’m not the most educated in node graphs so there is probably something very simple I am missing but i was hoping you could help me. So far I’ve tried connecting a ‘Tiling and Offset’ nodes into my Sample 2D texture node and then then have that connected into a clamp node. This is probably isn’t the clamp node i’m expected to use. If you need any more info, i’ll add or describe what I can. Thanks again :slight_smile:


#2

Not sure what you are aiming for exactly.

You can play with the nodes found in the range topic, especially Clamp, Fraction and Saturate.
https://docs.unity3d.com/Packages/com.unity.shadergraph@5.6/manual/Math-Nodes.html#range

Two other very useful nodes for playing with the range are Lerp and Smoothstep.
https://docs.unity3d.com/Packages/com.unity.shadergraph@5.6/manual/Math-Nodes.html#interpolation


#3

And If you mean wrap_around/repeat for textures that is meta data saved on the texture (in your project) itself and not the shaders