Procedural flat shading
I would like to get advice/ opinions regarding stylized flat shading material for flat surfaces. It will be used on modular flat wall/flooring/ceiling kits. My aim is to make a flat plane with texture applied to it look like a typical low poly flat shaded asset, with well defined triangles visible.
This set of constraints should be adhered to:
So far I've identified three possible paths for me to follow:
Maybe anyone has something to say regarding that? My thanks in advance.
If I am understanding you correctly I would create a tileable normal map based off a triangulated mesh like this .
Granted I would make it more random and less grid like, but this image is just an example. I don't think tessellation is needed if you use a plane with enough triangles already in it. You would save on performance rather than actively tessellating though the shader. You can still use your height map and noise idea, but just world position offset should suffice.
Also make sure the plane has no smoothing groups and the mesh is set to compute normals.
Thats my opinion anyway,
answered Oct 04 '16 at 08:46 PM
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