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Add something like surface shaders to the material system #607

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pjcozzi opened this issue Apr 1, 2013 · 3 comments
Closed

Add something like surface shaders to the material system #607

pjcozzi opened this issue Apr 1, 2013 · 3 comments

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@pjcozzi
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pjcozzi commented Apr 1, 2013

For example, see http://docs.unity3d.com/Documentation/Components/SL-SurfaceShaders.html

@emackey
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emackey commented Apr 1, 2013

Cozzi mentioned that surface shaders might be a more complete solution to issues I've come across while developing a grid material to go with the Ellipsoid primitive. Two issues of note are:

  • Need to specify an axis to be the "pole" of the grid, where the lines come together. Currently hard-coded to Z axis, but spacecraft uncertainty volumes typically put the pole on the X axis (the general direction of travel).
  • Would like the grid material to be aware of things like the distance from the camera to the primitive (center or surface) as opposed to distance from camera to fragment, so that the grid could better choose its own resolution without help from the primitive, possibly with lines that gently fade in or out as the camera moves.

The above are possible use-cases for surface shaders, and will be implemented by other temporary means until surface shaders exist.

@mramato
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mramato commented Sep 14, 2013

Is this issue still relevant given geometry and appearances?

@pjcozzi
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pjcozzi commented Sep 15, 2013

Nah. This is covered by appearances and their roadmap, #766.

@pjcozzi pjcozzi closed this as completed Sep 15, 2013
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