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Showing results for tags 'geometry'.
UNIGINE have deformable terrain and "fracture objects". So I suppose there is some tools for geometry modification inside UNIGINE. But I can't find public api for them. I want to cut out part of mesh geometry. Ideally, I would like to achieve effect of high-fidelity game object damage, like making explosion/shell holes in it. Its not always possible to "prebake" such things. There is a runtime way to achieve that for "plane" surfaces with pixel shader ("discard" command), but that works bad for "volumetric" objects; plus that adds headache on collision detection. So...
Hi, I was wondering if there are any examples of programmatically creating a shader, and more specifically, passing in a custom 4x4 matrix array to a shader? I see examples of vec4s throughout material examples, e.g. <parameter name="normal_transform" type="expression" shared="1">vec4(1.0f,1.0f,0.0f,time)</parameter> Are there any tips or examples that you can point me to do this? I have a 4x4 custom matrices (projection, rotation & translation) that I would like to pass into a shader that are generated only at runtime. Thanks!