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Question by KinanGH · Apr 06 at 01:02 PM · shader

Shader Graph Camera Movement Speed

How could you implement camera movement speed in shader graph URP?


I don't want the camera position, I want the speed, so using Position node set to view-space doesn't help.


My goal is that I want the my vertex displacement shader to get faster when the camera moves on. Any idea could help, thanks.

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Answer by andrew-lukasik · Apr 06 at 07:37 PM


If you need a single global value then Shader.SetGlobalFloat can help here.


alt text

 void Update ()
 {
     Shader.SetGlobalFloat( "_my_value" , CalculateCameraMovementSpeed() );
 }



screenshot-2022-04-06-212843.jpg (23.9 kB)
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avatar image KinanGH · Apr 07 at 08:37 AM 0
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This should work, but I'm looking for a node or feature built in Shader Graph.


To me SetGlobalFloat seams to be broken, when I set the parameter, Shader Graph seems to set a high value first then in the next frame the value returns to the value I gave it, maybe there is something wrong in my shader, or maybe SetGlobalFloat was not designed to be used in every frame.


Here is where I'm using my global parameter (Wind Accelerator): alt text

1.png (47.4 kB)
avatar image andrew-lukasik KinanGH · Apr 07 at 11:13 AM 0
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Idk, SetGlobalFloat in Update work fine on my machine.

avatar image KinanGH andrew-lukasik · Apr 07 at 07:20 PM 0
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Ok I'll investigate more and see what I can find.

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