In this shader tutorial for Unreal and Unity, I show how to create a procedurally-generated grid of red, green, and blue hexagons. Next week, we’re going to use this mask to break up tiling textures and create an infinite texture that never repeats.
Here’s last week’s video on breaking up texture tiling using the UV Random Transform node:
Here’s the playlist for the whole series:
Here are some other videos on the subject of hex grids:
Shader Book Recommendations
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Theme Music
Peace in the Circuitry - Glitch Hop
Background Music
Speo - The Little Things
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