Wednesday 13 November 2013

Research Task: Update 1

Moving forward with the research task I've decided to prototype a distance based tessellation and displacement shader, as the isoline domain is currently not implemented in unity.

So as my first step I'm going to be attempting a surface shader that calculates the distance to the player and tessellates by a set amount, in the process teaching my self how unity surface shaders work and how unity handles passing data between shaders seeing as you can only have one shader per material.

1 comment:

  1. This sounds like a very interesting topic and I'm keen to see how it turns out. Perhaps you could create an impact/blast crater using this shader, it would be a great demonstration of the tessellation/displacement.

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