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Flat shading/low poly

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@torshid wrote:

Hi,

I have a terrain and I am trying to write a shader in order to have exactly this result:

This is easily possible when we have unique triangles (vertices not being shared with other triangles), but I have large terrains and for performance purposes I try to limit that. The problem is the default interpolation behavior which results in that:

The solution seems to be in dealing with HLSL but it would be even better if you have any other.

I tried several things with effects:

  • interpolation modifiers (nointerpolation for normals), which seems ignored
  • specifying the ShadeMode to flat in the pass, which seems unsupported

I really searched for hours, but did not find satisfying results, I would be glad if you have even an idea.

Thank you.

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