Using Position Data - Shader Graph Basics - Episode 26
In this shader tutorial, I explain the different types of position data that are available to bring in to your shader (object position, vertex position, pixel position) and then we take a look at 3 examples of how to use position data. We use position data to apply a dark-to-light gradient to our model, to create a location-specific mask for our model, and to project textures onto our model in object space and world space.
Here’s last week’s video that covers swizzle and channel manipulation:
And here’s the playlist for the whole series:
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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