Closed
Description
Description
Sorry to re-open the subject ( #30160 )
I cross a case where I'm loading a gltf with many maps and I want to simply change the uv in all of them in my shader ( to give a "liquid" effect )
In legacy threejs i would have done it at the start of my shaders and the change would have been effective everywhere.
But in TSL how should I do if I dont have the uvNode
?
colorNode = ... * customUV
metalnessNode = ... * customUV
roughtnessNode = ... * customUV
//etc.. ?
Solution
if uvNode is define replace uv()
by uvNode()
Alternatives
?
Additional context
No response