Skip to main content
8 events
when toggle format what by license comment
Jan 23, 2022 at 15:04 vote accept tigrou
Jan 21, 2022 at 17:16 answer added tigrou timeline score: 1
Jan 21, 2022 at 12:29 comment added DMGregory Only four that use custom vertex functions in a Surface Shader, so that narrows down your search space. Here's one that shows transforming into view space, modifying, and transforming back — you can extend that to go all the way into post-projection space. If you just want a depth bias though, there are built in methods for that (see the "Offset" section).
Jan 21, 2022 at 10:12 comment added tigrou I see what you mean, that's a little weird but it should work. Btw you have 2500+ answers, can you add a link to the one I can use as reference ?
Jan 21, 2022 at 3:44 comment added DMGregory So, transform it to post-projection space, modify it, then transform it back to continue down the pipeline. I've done this in a previous answer.
Jan 21, 2022 at 1:16 comment added tigrou AFAIK v.vertex is before projection, I would like to modify the properties after projection (at that moment, z property should be what is written to depth buffer)
Jan 21, 2022 at 1:09 comment added DMGregory Did you mean to write to v.vertex, which is the vertex position that gets used for projection and depth testing?
Jan 21, 2022 at 1:05 history asked tigrou CC BY-SA 4.0