#Vertex displacement and mesh collider
1 messages · Page 1 of 1 (latest)
- Apply the same logic to the mesh on the cpu side.
- Modify the mesh data in a compute shader and apply it on the cpu.
I'm afraid we might be solving an XY issue. If you don't mind specifying what you are trying to achieve in broader picture, it would be easier to help. If you really want shader graph, you might have a tough time, vertex shaders don't generally communicate anything visible to CPU
Thanks for the input! I created a script I attached to the terrain object which more or less, simulates the same triplanar projection, blending and vertex displacement as the shader graph and then displaces all of the vertices in a copy of the base mesh!