@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.
Posts: 1
Participants: 1