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Custom Unity Compute and Vertex Shaders: Building a bridge

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Third year game dev student at Ontario Tech University
Created a compute shader the breaks meshes down into their base triangles so that they can be moved individually from one another by adding vertices to where the triangles would normally share vertices. Then during gameplay, the triangles can be transformed separately in the vertex shader based on a linear interpolation value and can be changed in real time.
In this example, you can make it look like the bridge is building itself or you can make it look like it is falling away without creating extra models and geometry.
Created a compute shader the breaks meshes down into their base triangles so that they can be moved individually from one another by adding vertices to where the triangles would normally share vertices. Then during gameplay, the triangles can be transformed separately in the vertex shader based on a linear interpolation value and can be changed in real time.
In this example, you can make it look like the bridge is building itself or you can make it look like it is falling away without creating extra models and geometry.