![]() Create a new scalar parameter for how often we want to see the stretched version, modulo that with time, then round it. 5, + 0.5 = 0 then 1 * 0.5 = 0.5, + 0.5 = 1).įinally, multiply this with another scalar parameter to control the strength of our wave.įor the interpolator, we’re going to use the same modulo logic we used for the blurring. This takes our wave from -1 -> 1 space into 0 -> 1 space ( -1 * 0.5 = – 0. Next, multiply this by 0.5, then add 0.5. Get the sine of this, and we have a basic wave. Create a parameter for stretch speed, then multiply this with time. We use a sine wave so that every time we see the stretch it will be in a slightly different position. This is created by multiplying the Y resolution with a lerp between a sine wave and 1. ![]() The next thing we’re going to add is an occasional stretch of the image. This can then be used as as the UV input for your video texture. Stages of the maths for lowering the resolution. This will take your tiling back down, but because of the floor, it will be clamped to the grid we initially created. Once the grid is created, floor it, then divide by the resolution. Multiply your texture coord with this to create a grid of your image. Append them to create a float2 value, then floor this. I’ve explained this down-res technique in a previous post, however that was in hlsl, so I’ll go over it again for unreal.Ĭreate a scalar parameter or constant for your X and Y resolutions and set them to 333 and 430 respectively. The resolution of a VHS is 333×430, so our video should reflect this. Now that we have a nice blurry image, we’re going to make some edits to the UVs to add stretching, chromatic aberration and an era appropriate resolution! Resolution (Saturate clamps between 0-1 in a single ALU instruction, where the Clamp node may represent more than one instruction on some hardware.) UV Manipulation Personally I think it adds to the effect, but if you’d rather get rid of it, a saturate node before the lerp will do the trick. The dark patches appearing on the gif above are where the result of our modulo is a negative number. The material on a sphere with the modulo input set to 2 to make it easier to see!
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