Not a bug. the input UV float(u,v) becomes transformed to float2(u*v,v*v) because the multiply in the end goes to u and v
so both u and v gets distorted.
you can use component mask and get this: float(u*v, v)
When multiplying a Gradient running from White on Top to Black on Bottom (1-0) by a Texture Coordinate, there are unexpected results rendered which is not seen when multiplying the Coordinate by a Black on Top, White on Bottom (0-1).
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Material Setup:
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RESULTS: Shown in Attached Image
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-21632 in the post.
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Component | UE - Graphics Features |
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Affects Versions | 4.8.3, 4.9.1, 4.9.2 |
Created | Sep 30, 2015 |
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Resolved | Oct 14, 2015 |
Updated | Jul 14, 2021 |