I’m working on a vertex transform shader on the material, basically what the material do is transforms each vertex in the flat world so that it would bend into spherical world via World Position Offset on material shader.
Since I applied the vertex transform on the material level, I need to go back and forth when I want to place new object on the world, between flat world and spherical world, disabling and enabling it, since I need to place object precisely on a flat world.
I’m planning to move this transformation into a more low level approach, so that every object on the world get this effect without the need of applying the material on the object, probably do some changes in the unreal shader usf files.
So the question is, I’m searching for a way to somewhat do vertex processing right after I clicked the “Play” button on the Editor.
I could place objects on the world in the “flat” state, and right after I clicked the Play button, the vertex transformation kicks in and the world render in a spherical way. This is a better workflow I believe for this kind of process.
Is BasePassVertexShader.usf the right way to start? Where do I need to apply the vertex transformation?
Since I don’t really understand the rendering pipeline of unreal, I don’t know the exact place to do transformation
Thoughts?
Picture for reference, normal flat world and spherical world
See also the effect from this video
- YouTube
Thanks!