#Vertex displacement and mesh collider

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fallen plank
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Is there anyway to update mesh to correspond to the displaced vertices by shader graph?, it does not have to be during runtime (I want collider to be same as the displaced mesh by shader)

thin coral
glacial vortex
fallen plank
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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!