How can I get large quantities of sphere masks into a material?
I have a simple sphere mask material for ground displacement at a location and I've been trying to create a solution for applying up to 50 of these across a (spherical) mesh at runtime.
The best approach seems to be writing to a texture parameter with a render target and reading pixel values. This guide by xnihil0zer0 shows one such approach but I have not had luck implementing it with sphere masks.
Below is the material for one instance of the sphere mask:
In my situation, I only needed to add one sphere mask at a time, so I am projecting the sphere mask onto a respective plane of the sphere using the below technique applied to local space (see: orthogonal basis & basis transformation in linear algebra)
answered Jan 30 '19 at 12:50 AM
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