When rendering a pixel on a triangle from a texture the engine will interpolate between the UVs of the three vertices of the triangle to get the location to sample from on the texture. I would like a way to instead sample the colors at the UVs of the three vertices and then interpolate between them to get a single color for the entirety of the triangle.
Alternatively a way to generate a single UV per face based upon the UVs of the triangle’s vertices.
Pictured above is a rough drawing, with an approximation of what is currently happening on the left (With a texture of a green to red gradient with 4 vertex UVs on the green side, and 1 vertex on the red), and on the left is what I am trying to create (Same vertex, UV, and Texture set-up, but with color calculations remaining the same for the entire face).