I was checking out the City Sample project and came across a cool little function for breaking texture tiling. I simplified it a bit and thought I’d show you how it works. All credits to Epic’ team.
*Custom HLSL*
angle *= 6.28318;
// Rotation
float RotX = UV.x * cos(angle) – UV.y * sin(angle);
float RotY = UV.x * sin(angle) + UV.y * cos(angle);
//Set new rotation
UV.x = RotX;
UV.y = RotY;
return UV;
Rotation Matrix Videos:
Music: « I Feel Great – Jeremy Korpas »
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