Replies: 1 comment 6 replies
-
|
This is something I wanted to support but couldn't figure out how to do it in a good way. Yes, you need to create your own custom vertex/fragment shader. |
Beta Was this translation helpful? Give feedback.
6 replies
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Uh oh!
There was an error while loading. Please reload this page.
-
I'm noticed that you can create your own shader like this example: https://codesandbox.io/s/pixi3d-custom-material-4tsyb
with your custom vertex and your custom fragment, but when you do that, you lose the benefits of a standard material.
In Unreal Engine, when you create a Material, you put the logic in a BP that represents your parameters of the Standard Material node that knows what to do with the lights, and everything in the world.
In Unity, is similar but in code; they have a "surf" function that is the same place where you put the logic for calculate your parameters and then apply the Standard Material magic.
Is there something similar in pixi3d? Or I need implement my custom fragment?
Beta Was this translation helpful? Give feedback.
All reactions