- 313
- 576 782
Hoj Dee
Australia
Приєднався 9 лип 2022
Unreal Engine tutorials that don't waste your time!
You'll find world creation, Automotive, Arch viz, as well as basic UE tutorials (material, documentation, features, and ...) here.
Subscribe so you won't miss the new videos, and join our community on Telegram, Discord, and Facebook!
Also check out the playlists for a more structured organization of the videos.
.
Video Editor & Content Advisor: Mahsuum Daiiani
mahsuum.daiiani@gmail.com
You can also contact Mahsuum at her new Brand Email at: Visionaryskye@gmail.com
You'll find world creation, Automotive, Arch viz, as well as basic UE tutorials (material, documentation, features, and ...) here.
Subscribe so you won't miss the new videos, and join our community on Telegram, Discord, and Facebook!
Also check out the playlists for a more structured organization of the videos.
.
Video Editor & Content Advisor: Mahsuum Daiiani
mahsuum.daiiani@gmail.com
You can also contact Mahsuum at her new Brand Email at: Visionaryskye@gmail.com
No More Texture Repetition! Cell Bombing in Unreal Engine Materials
How to create and use the "Texture Cell Bombing" technique to fix texture repetition.
Tutorial Project File: www.patreon.com/posts/texture-cell-117521564
Free assets on my website: www.hojdee.com/courses-details/free-downloads
Subscribe for more!
------------------------------
RELATED VIDEOS:
Material Nodes playlist: ua-cam.com/play/PLd_mSt05L44rKr7ahEpB3I0FWolbTC7tH.html
UV Manipulation Function: ua-cam.com/video/L7qTn5akgAk/v-deo.htmlsi=HtrJY9IkNPpbCHqs
Texture Coordinate: ua-cam.com/video/uJSyW7vY_mY/v-deo.htmlsi=FT7NRxbNCT5WDEWe
World Position: ua-cam.com/video/32ZuzMlN0BA/v-deo.htmlsi=vsgB0LHTPxlYlRHI
Basic Math: ua-cam.com/video/cJlLrlMQRTI/v-deo.htmlsi=UlxMJncSI5GXiliX
Lerp: ua-cam.com/video/tBib8qQxd1M/v-deo.htmlsi=4TE5JBrJc7YkCAJt
Saturate: ua-cam.com/video/fKf9wkW7o3o/v-deo.htmlsi=AzY2vUKvLc3c8U2D
Append: ua-cam.com/video/syesPq64jbs/v-deo.htmlsi=InVbzNxxSae__Dn5
Static Switch: ua-cam.com/video/4tGwUZgrQCc/v-deo.htmlsi=zwgMmdskjMcVwRP7
Texture Bombing:
------------------------------
JOIN THE FAMILY!
Telegram channel: t.me/HojDee
Discord community: discord.gg/BZBqF9P3Bs
Facebook group: groups/683313043159699
Patreon: www.patreon.com/HojDee
------------------------------
LINKS & STUFF:
The tech talk: ua-cam.com/video/xLVJP-o0g28/v-deo.htmlsi=XEdg_HtR5TBYLMQQ
------------------------------
FOLLOW ME!
Instagram: unreal_hojjat
LinkedIn: www.linkedin.com/in/hoj-dee-344095245/
Twitter: JustHoj
Instagram: hoj.dee
------------------------------
TIME STAMPS:
00:00 | intro
00:32 | texture cell bombing
05:37 | random scale
07:26 | random offset
10:19 | random rotation
14:51 | fixing the normal rotation
16:55 | material function
22:37 | considerations
24:54 | outro
------------------------------
HASHTAGS:
#3d #cgi #unrealengine #ue5 #unrealengine5
------------------------------
MUSIC & SOUND EFFECTS:
Adrift Among Infinite Stars by Scott Buckley | soundcloud.com/scottbuckley
Music promoted by www.free-stock-music.com
Creative Commons / Attribution 4.0 International (CC BY 4.0)
creativecommons.org/licenses/by/4.0/
Mechanolith by Kevin MacLeod | incompetech.com
Music promoted by www.free-stock-music.com
Creative Commons / Attribution 4.0 International (CC BY 4.0)
creativecommons.org/licenses/by/4.0/
Sound Effect from Pixabay
Tutorial Project File: www.patreon.com/posts/texture-cell-117521564
Free assets on my website: www.hojdee.com/courses-details/free-downloads
Subscribe for more!
------------------------------
RELATED VIDEOS:
Material Nodes playlist: ua-cam.com/play/PLd_mSt05L44rKr7ahEpB3I0FWolbTC7tH.html
UV Manipulation Function: ua-cam.com/video/L7qTn5akgAk/v-deo.htmlsi=HtrJY9IkNPpbCHqs
Texture Coordinate: ua-cam.com/video/uJSyW7vY_mY/v-deo.htmlsi=FT7NRxbNCT5WDEWe
World Position: ua-cam.com/video/32ZuzMlN0BA/v-deo.htmlsi=vsgB0LHTPxlYlRHI
Basic Math: ua-cam.com/video/cJlLrlMQRTI/v-deo.htmlsi=UlxMJncSI5GXiliX
Lerp: ua-cam.com/video/tBib8qQxd1M/v-deo.htmlsi=4TE5JBrJc7YkCAJt
Saturate: ua-cam.com/video/fKf9wkW7o3o/v-deo.htmlsi=AzY2vUKvLc3c8U2D
Append: ua-cam.com/video/syesPq64jbs/v-deo.htmlsi=InVbzNxxSae__Dn5
Static Switch: ua-cam.com/video/4tGwUZgrQCc/v-deo.htmlsi=zwgMmdskjMcVwRP7
Texture Bombing:
------------------------------
JOIN THE FAMILY!
Telegram channel: t.me/HojDee
Discord community: discord.gg/BZBqF9P3Bs
Facebook group: groups/683313043159699
Patreon: www.patreon.com/HojDee
------------------------------
LINKS & STUFF:
The tech talk: ua-cam.com/video/xLVJP-o0g28/v-deo.htmlsi=XEdg_HtR5TBYLMQQ
------------------------------
FOLLOW ME!
Instagram: unreal_hojjat
LinkedIn: www.linkedin.com/in/hoj-dee-344095245/
Twitter: JustHoj
Instagram: hoj.dee
------------------------------
TIME STAMPS:
00:00 | intro
00:32 | texture cell bombing
05:37 | random scale
07:26 | random offset
10:19 | random rotation
14:51 | fixing the normal rotation
16:55 | material function
22:37 | considerations
24:54 | outro
------------------------------
HASHTAGS:
#3d #cgi #unrealengine #ue5 #unrealengine5
------------------------------
MUSIC & SOUND EFFECTS:
Adrift Among Infinite Stars by Scott Buckley | soundcloud.com/scottbuckley
Music promoted by www.free-stock-music.com
Creative Commons / Attribution 4.0 International (CC BY 4.0)
creativecommons.org/licenses/by/4.0/
Mechanolith by Kevin MacLeod | incompetech.com
Music promoted by www.free-stock-music.com
Creative Commons / Attribution 4.0 International (CC BY 4.0)
creativecommons.org/licenses/by/4.0/
Sound Effect from Pixabay
Переглядів: 27 813
Відео
Removing Texture Repetition | Texture Bombing in Unreal Engine Materials
Переглядів 1,8 тис.День тому
Texture Bombing functions in Unreal Engine materials, and how we can use them to hide texture repetition. Tutorial Project File: www.patreon.com/posts/texture-bombing-117521563 Free assets on my website: www.hojdee.com/courses-details/free-downloads Subscribe for more! RELATED VIDEOS: Material Nodes playlist: ua-cam.com/play/PLd_mSt05L44rKr7ahEpB3I0FWolbTC7tH.html Materials playlist: ua-cam.com...
Normalize Node EXPLAINED! Unreal Engine Materials
Переглядів 967Місяць тому
The Normalize node in Unreal Engine materials. What it is, what it's used for, and how we can use it. Tutorial Project File: www.patreon.com/posts/normalize-node-116083546 Free assets on my website: www.hojdee.com/courses-details/free-downloads Subscribe for more! RELATED VIDEOS: Material Nodes playlist: ua-cam.com/play/PLd_mSt05L44rKr7ahEpB3I0FWolbTC7tH.html Multiply: ua-cam.com/video/cJlLrlMQ...
Sign Node EXPLAINED! Unreal Engine Materials
Переглядів 9432 місяці тому
This video is about the Sign node in Unreal Engine materials, and how to use it to fix the mirroring issue in tri-planar materials. Tutorial Project File: www.patreon.com/posts/ue-project-file-114357636 Free assets on my website: www.hojdee.com/courses-details/free-downloads Subscribe for more! RELATED VIDEOS: Material Nodes playlist: ua-cam.com/play/PLd_mSt05L44rKr7ahEpB3I0FWolbTC7tH.html If: ...
How to Create a Fog Card (& Mist) Material in Unreal Engine 5
Переглядів 4,4 тис.2 місяці тому
Step-by-step tutorial on how to create an animated fog card material. Tutorial Project File: www.patreon.com/posts/fog-card-project-113099605 Free assets on my website: www.hojdee.com/courses-details/free-downloads Subscribe for more! RELATED VIDEOS: Material Nodes playlist: ua-cam.com/play/PLd_mSt05L44rKr7ahEpB3I0FWolbTC7tH.html World Creation playlist: ua-cam.com/play/PLd_mSt05L44p3_d7M5uNMzG...
Depth Fade & Camera Depth Fade Nodes EXPLAINED! Unreal Engine Materials
Переглядів 4,8 тис.2 місяці тому
A deep dive into the depth fade nodes in Unreal Engine materials. Tutorial Project File: www.patreon.com/posts/112727240?pr=true Free assets on my website: www.hojdee.com/courses-details/free-downloads Subscribe for more! RELATED VIDEOS: Material Nodes playlist: ua-cam.com/play/PLd_mSt05L44rKr7ahEpB3I0FWolbTC7tH.html World Creation playlist: ua-cam.com/play/PLd_mSt05L44p3_d7M5uNMzG-BLf0aCiZJ.ht...
Local Tri Planar Normal Issue When Scaling [FIXED]
Переглядів 1,2 тис.4 місяці тому
In this video, we're gonna fix some issues with triplanar normals that appear when we scale the mesh. Tutorial Project File: www.patreon.com/posts/107055326 Free assets on my website: www.hojdee.com/courses-details/free-downloads Subscribe for more! RELATED VIDEOS: Previous video: ua-cam.com/video/k943mnpYHuM/v-deo.htmlsi=Op83fLpsNow7VjE8 Preskinned nodes: ua-cam.com/video/YYgHDjI6Gyk/v-deo.htm...
Vertex Interpolator Node EXPLAINED! Unreal Engine Materials
Переглядів 1,4 тис.4 місяці тому
Vertex Interpolator Node EXPLAINED! Unreal Engine Materials
Pre-Skinned Nodes EXPLAINED! Unreal Engine Materials
Переглядів 1,7 тис.4 місяці тому
Pre-Skinned Nodes EXPLAINED! Unreal Engine Materials
Getting the World Aligned Nodes to Work in LOCAL Space
Переглядів 2,4 тис.5 місяців тому
Getting the World Aligned Nodes to Work in LOCAL Space
World Aligned Nodes & Texturing Objects With No UVs | Unreal Engine Materials
Переглядів 3 тис.5 місяців тому
World Aligned Nodes & Texturing Objects With No UVs | Unreal Engine Materials
World Position Node EXPLAINED! Unreal Engine Materials
Переглядів 2,7 тис.6 місяців тому
World Position Node EXPLAINED! Unreal Engine Materials
Absolute Node EXPLAINED! Unreal Engine Materials
Переглядів 9996 місяців тому
Absolute Node EXPLAINED! Unreal Engine Materials
Round Node EXPLAINED | Unreal Engine Materials
Переглядів 7456 місяців тому
Round Node EXPLAINED | Unreal Engine Materials
Making a Surreal Cinematic Environment in Unreal Engine 5
Переглядів 6 тис.6 місяців тому
Making a Surreal Cinematic Environment in Unreal Engine 5
Vertex Painting Height Based Puddles + Nanite Tessellation | Unreal Engine
Переглядів 13 тис.7 місяців тому
Vertex Painting Height Based Puddles Nanite Tessellation | Unreal Engine
Nanite Tessellation + Vertex Painting with Height Lerp | Unreal Engine
Переглядів 56 тис.7 місяців тому
Nanite Tessellation Vertex Painting with Height Lerp | Unreal Engine
Detailed Texture Blending with Height Lerp & Vertex Painting | Unreal Engine Materials
Переглядів 6 тис.7 місяців тому
Detailed Texture Blending with Height Lerp & Vertex Painting | Unreal Engine Materials
Nanite Tessellation for Landscapes & Static Meshes | Unreal Engine 5.4
Переглядів 17 тис.7 місяців тому
Nanite Tessellation for Landscapes & Static Meshes | Unreal Engine 5.4
Easy UV Manipulation | Scale, Rotate & Offset Textures | Unreal Engine Materials
Переглядів 3,3 тис.7 місяців тому
Easy UV Manipulation | Scale, Rotate & Offset Textures | Unreal Engine Materials
Static Switch Nodes EXPLAINED! Unreal Engine Materials
Переглядів 3,1 тис.8 місяців тому
Static Switch Nodes EXPLAINED! Unreal Engine Materials
How to Use My FREE Unreal Engine Assets
Переглядів 8768 місяців тому
How to Use My FREE Unreal Engine Assets
If Node EXPLAINED! Unreal Engine Materials
Переглядів 2,4 тис.9 місяців тому
If Node EXPLAINED! Unreal Engine Materials
Vertex Normal WS Node EXPLAINED! Unreal Engine Materials
Переглядів 2,3 тис.9 місяців тому
Vertex Normal WS Node EXPLAINED! Unreal Engine Materials
Pixel Normal WS Node EXPLAINED! Unreal Engine Materials
Переглядів 2,1 тис.9 місяців тому
Pixel Normal WS Node EXPLAINED! Unreal Engine Materials
Merging Materials in Unreal Engine EXPLAINED!!
Переглядів 6 тис.10 місяців тому
Merging Materials in Unreal Engine EXPLAINED!!
Deep Dive into Merging | Unreal Engine 5 features
Переглядів 2 тис.10 місяців тому
Deep Dive into Merging | Unreal Engine 5 features
How to Merge Meshes in Unreal Engine 5
Переглядів 9 тис.10 місяців тому
How to Merge Meshes in Unreal Engine 5
Combining Meshes Using UNION in Unreal Engine 5
Переглядів 89610 місяців тому
Combining Meshes Using UNION in Unreal Engine 5
How to Add Material Elements in Unreal Engine 5
Переглядів 3,4 тис.10 місяців тому
How to Add Material Elements in Unreal Engine 5
Hello brother, Why have you used both pixel and vertex normal? why not vertex normal for both color and normal?
Just saw your other videos, Now I understand, Thanks you are awesome
@@Abhishekkuru you're welcome man :)
what's the difference between this one and the other vid? i mean texture bombing vs cell bombing?
Best explanation ever!
@@Abhishekkuru thanks man :)
Thank you very much, but why is this happening and why have they not fixed this?
@@aronjonsson3280 don't know really 😅
@HojDee Hehe okay 😄
You're awesome thank you for this concise and useful video! And thank you for the tools!
@@edh3268glad you liked it man :)
hey great video I using ue5.4 with dmx fixture libary Every time i want to set the attention damping radius more than 1000 it goes automaticly back to standard setting I want to make the beams of the moving lights goes longer and showing longer distance Do u know where heres the problem, to make the beams longer ? I want to set this but it goes direclty back to 1000 and i can set nothing thank u
@@djmsilver5106 hi! I haven't used dmx. Check if you have this issue without dmx too. If you don't, then there's something wrong when using the dmx and you should search for that
Help, on UE 5.3 with enable nanite in planar plane mesh and displacement in material, I not get new shadow from nanite small geometry, i only get shadow on nanite geometry from bottom plane. In 5.4/5.5 i not have this problem
@@evzircon4152 5.3 was the first version displacement was introduced. I'm not surprised you may face such issues
hi i have an issue when i put this material to mesh the edges are separating like the more displacement multiplier value the more gap between edges how to fix this , if i reduce the displacement multiplier gap reduces but still i can see the thin gap and displacement wont be seen please help me fix this
@@prashanthc.m7147 this is one of the things you should consider when using displacement. The mesh will separate on specific parts, like unwrap seams and hard edges. You could try using tri-planar materials. Sometimes that fixes it
@@HojDee hey thanks for the reply, so basically its unwrapping issue if that is correct then this problem wont be there right ??
@@prashanthc.m7147 it might still happen if you have hard edges. But on flatter surfaces, fixing the seams will fix this issue
Is this world coordinate texture?
@@施康祺 kinda. Watch the full video to leaen more about it
Awesome video. Good content, straight to the point. Like.
@@Markandei thanks man! Glad you liked it :)
Great, thanks!
@@kellermangaming glad you liked it :)
nice tutorial, do u have link for that voronoi texture in png format? i am trying toimplement it in other game engine
@@aadarshgupta6800 not really. The unreal file is on my website. You can get it.
@HojDee but as i mentioned i wanna try this technique in another rendering engine and the voro texture is in unreal format
@@aadarshgupta6800 message me in discord. I'll export it and send it to you when I get home
@@HojDee Thanks alot!😄
How do I get that texture ?
@@施康祺 you can get it from my website
@@HojDee Oh, that's great. Thank you very much
thank you a big geek, i love you
@@TvCinemaCraft glad you liked it man :)
I love the variety of examples!
@@BradenLehman thanks Braden :) glad you liked the video
hello, i,m a big fan of you and i bought many project files from the Patreon, but i,m a super beginner, so could you make a video how to use your function files to unreal project?
@@indigochoiart hi! Message me in telegram so I can help you. Join the channel (the link is in the description) and comment on one of the posts. I'll message you there and we'll be in touch
😮
best tutorial by far thank you.
glad you liked it :)
Thank you for posting the video! I have a question. Is there a way to reduce Texture Repetition for textures with patterns (e.g. bricks or tiled wood)? If there is, I would like to ask if you can make a video!
patterned textures are a bit tricky. I'll make a video when I find a solid solution
Thank men ! Fucking shortcut :D
god bless youuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu 😭
thanks man
4:10 you don't need saturate node. The texture's Alpha output is already in the range 0.0 to 1.0
yeah. I just run everything I want to connect to the alpha of a lerp through a saturate. It's a habit I guess
Does it work for an infinite world size? For example, if you set Size - Main Texture to 0.01, would it still avoid repetition?
You add an offset from the Voronoi texture, which has a fixed size, so I think it would repeat if the map is larger than the area covered by the Voronoi texture.
@@gone41674 the voronoi texture is also tiling. so it can go on forever. just make sure the relation between the texture size and the cell size is reasonable. like I mentioned in the considerations section of the video
@@HojDee Yes, I’m aware that the Voronoi texture is tiled, which is the problem. Tiling causes repetition, since the UV offset is read from the Voronoi texture, the final texture will also repeat. This repetition will occur if the world size exceeds the coverage of the Voronoi texture.
@@gone41674 because of the random offset, rotation, and scale, it can't be seen. At the beginning of the video I showcase an example, the Voronoi texture has tile 10 times. I don't see any repetition there
Bro this is incredible. You have no idea for how long i have been trying to find this.
glad I could help
I cant find the voronoi texture in the files...
there was some issue with the file. I've fixed it. download the textures file
I have a problem when I choose the modeling option, there are no tools
maybe the plugin is not enabled
TextureVariation node is also useful... oO
yeah. I'll make a video about it in the future
TextureVariation node is also useful...
yeah :)
Any notes on the performance? I noticed it samples the texture at least twice as much but I would be interested in the precise calculations and performance hits on a big terrain. It also needs to sample that voronoi texture but that doesnt have to have a huge resolution, right?
The most important thing is the increasing sample count, I think. I haven't gone deep into the exact performance calculations though. When using with landscape material, I'd use it only on layers where the repetition is really obvious and can't be hidden by foliage and stuff.
Thanx for the info! I have not been able to find the texture on your website. For those who have the CitySample: CitySample/Content/Material/TextureCellBombing
sorry for the issue. there was some issue with the file. I've fixed it. It's included with the textures file
Hi, Thanks for tut, I have problem when use displacement appear both texture cell , how to only make displacement for main texture?
I didn't exactly understand the question, but I think what you're talking about. If you increase the displacement magnitude, some areas may look bad, especially in the black areas of the alpha channel of the cell texture. I hide it by decreasing the displacement magnitude.
I think the most important question is, how expensive is this method on the GPU?
it increases the texture sample count. makes it twice. so that's the real bottleneck, I think. it's not optimized in that sense
good job
thanks
quality tutorial man...
thanks!
Awesome!! IMO, definitely one of the BEST Texture Bombing methods I've seen so far! Question: Based on your experience, I would be interested in knowing which Texture Bombing Method (say the 5 most common?) works best with which types of Textures. For example, I think I read that Cell Bombing works best with granular-type textures (fine stone, dirt, cement, etc??.) and others work best for more defined textures (Ground Twigs/Leaves textures), etc. Thanks again for the video!
I use cell bombing for any organic texture. rock, grass, ground with twigs, or anything. But in case of textures that have pattern, like brick or tiled wood, the bombing methods don't work correctly.
@@HojDee - thanks. Would be nice if Epic eventually makes it a built-in Node!
You are absolutely killing it bruh, I learned a lot from you
glad to hear that man :)
Awesome! Will keep it when I create a new environment :)
great :)
Does this have some impact on the performance?
Yes, a bit, because of the indirect texture call that may invalidate the texture cache.
and also the increasing sampler count. the impact is not that much. but you gotta watch out for it. especially if developing for mobile
@@thutmosisSeven Thanks for the info!
@@HojDee Appreciate it!
is there a way with simpler nodes to make random rotation? its to heavy the way you show it...
you can skip the rotation. or add a switch to turn it on or off. it works great with just the offset and the scale. or even just the offset
Hi! can t find cell texture. Can you give direct link? thanks
hi! get it here: www.hojdee.com/courses-details/free-downloads and here's the tutorial on how to get it, if you run into any issues: ua-cam.com/video/8yRxmuY9If4/v-deo.htmlsi=770df6CkfG-jx-Cj
Yeap, me neither, can you provide the link for your website ?
@@Cyberex there was some issue with the file. I've fixed it. download the textures file
Thanks!!!
you're welcome man :)
Thanks! This is a great explanation. Looking forward to de-tile my landscapes :)
glad it helped :)
🦉Smart stuff, have needed this for so long 🦉
glad I could help! this video may help you too ua-cam.com/video/tQ49FnQjIHk/v-deo.htmlsi=m5NwFh11VeFNSan4
Very cool, I use similar techniq in redshift. Thank you!
@@LexFomin you're welcome :) Yeah, it's math stuff. It can be done in any engine I think
Алексей, привет! Прикольно встретить здесь своего приятеля. Такого рода инструменты есть много где , в короне например, но для анриала урок весьма полезный.
Excellent bit of knowledge. Thanks a lot for sharing it!
@@alltradesjack6594 glad you liked it man :)
Nice. I have used similar masks before, currently im using a vector noise node and rotating the materials 90 degrees if it lands on black for example. This looks like a much better way of breaking things up than random noise. Also It seems when i rotate the material it gets a little blurry (probably the same issue you solve with the highmap). Most of the time i get get away with a little bit of tiling on surfaces. Where it really stands out though is on rock or specifically cliff textures. Usually they have some strong features so tiling is pretty obvious. The details on the textures look nice but can form really obvious patterns.
@@googhouls watch this video. I think you'll like the method I explain there :) ua-cam.com/video/tQ49FnQjIHk/v-deo.htmlsi=jy2YX3ea-vTLjqdr
Is there any way to download or buy your cell bombing MF file?
@@indigochoiart I've put it on my patreon. The link is in the description
@@indigochoiart it's also available in the epic's city sample project, if you have it.
@@HojDee thanks for the good work
@@indigochoiart glad to help :)
Ok, definitelly the way but should be as one material like a "plugin" with all parametres in it. I wait for something similar in 3DS max.
@@tomastoegel4973 in the end, I made it a material function. It can be used in any material inside unreal engine. For 3ds max, the principles are the same I guess. If you're familiar with its material system you should be able to create it
Thank you so much for making this video! Your content is great and the way you explain things is so understandable.
@@galravid-tal8517 glad you liked it :)
6:27 Why divide? Multiplication could be used to achieve the same result but with much cheaper instruction cost. Divide should be avoided where it's possible.
@@SirRebonack multiply is cheaper, you're correct. But with modern hardware, the difference is not that significant. If you wanna make it really optimized though, you should go with multiply for sure.
not sure how its handled here, but atleast in most programming languages, the compiler optimized most divisions into multiplications.
@@nikoheino3927 The shader compiler cannot optimize this division because it is based on dynamic data (sampled texture). Division is fine to use on parameter values, which are able to be optimized. Division is significantly more expensive than multiplication.
@@SirRebonack oh okay, good to know.