been mucking about with a simple stone generator for max it's basically a geosphere with random clipping planes (the demo object has a mesh smooth with 2 iterations on it plus some box mapping). Anyway the script is attached for anyone who wants to play :)
thanks, the maths is really "weird" especially getting the light and view directions for the pixel shader (screen space) and a different light direction for the vertex shader (view space) as the lighting and normals come in two parts.... one for the overall clump of points handled in vertex shader and then each billboard…
Game Shaders : Volume 1 is a shader framework based on the well known Dota 2 game. It contains one base material declined in multiple versions. This shader is based on the Dota 2 shader system and rendering. Those shaders offer the same features as the one used in the well known Moba game : Dota 2 but for Unity ! To see…
some weekend twiddling led to 2 semi-scripted plugins (rely on some compiled code) for 2 different discs/cylinder ends with a more constant face density, one uses a regular grid fill the other a radial fill.
It works on any uv shell as long as they are fully quad, with uniform topology, which means the interior vertices have 4 adjacent edges, the outer 3 and corner verts have 2. :)
So about the tiling function, it turned out that this is kinda expensive. Also you would probably want method 2. And then I got stuck because I wasnt able to figure out whats that hash4... is that like appending 2 vector 2s into a vector 4? Still, I'm not really sure if this is suitable for games yet. Problems continues if…