when object origin is object centre in Blender, Object position in shader graph works correctly
same object with above, but bigger size, same export settings, (Scale is also same as 1)
When object origin is 0 worldposition, Object position in shader graph works weirdly
Hi,
I'm having an issue with my shader using object position. basically lerping two colours based on object Y axis.
My expected result is having blended two colours between top to bottom of an object no matter how how big or small its size is. and preferably the objects should have pivot at theirs feet (0,0,0)
I assume the object space in my shadergraph only count 1x1x1 and anything exceeding this area will have the sharp dividing line. wonder if there's any way I can set them as literally object size (scale 1)?
Any input from you would be very helpful Thanks. Cheers!