Rendering anon in the arrangement of a cobweb has a lot of uses. For archetype preprocessing effects, such as Apprehension Lightmaps or ambient occlusion. Addition abeyant use is Realtime painting on surfaces. Furnishings like applying graffities or absolution the amateur burst acrylic on the surfaces. These furnishings are about implemented appliance decals, but depending on your bold you ability appetite to save your changes in the cobweb arrangement forever.
A top bottomward attending of the action is like this. You charge to set up a pass, area your fragment shader renders to the UV amplitude of your cobweb texture, instead of awning space. The rasterizer again creates triangles out of the acme coordinates you accommodate it (now the uv positions) and finer recreates the UV islands which you can cede your new abstracts in. So the alone bureaucracy appropriate is to accommodate the rasterizer with the actual input, and the clear activity takes affliction of addition out per fragment the abode (uv position) which your fragment shader should address to.
This agency your meshes apparent needs to accept already been parametrized. Or in simpler terms, you charge to accept an unwrapped mesh. If you don’t accept a uv, there are alternatives such as octree spatial arrangement maps in GPU.
In our case, back in amateur meshes are about consistently unwrapped, we cede our aftereffect in the uv amplitude of the mesh. To acrylic in this space, you charge to catechumen your abrasion position from awning amplitude alike to the UV alike of your cobweb (or carnality versa). Again you can do assurance ambit calculations to apperceive how abutting a fragment is to your mouse. Appliance abrasion ascribe you can accredit painting of a assertive blush in the fragment shader if they are abutting abundant to your abrasion position.
First affair we charge is to set up a pass, in which the UV arrangement is reconstructed. To do this I use an already absolute arrangement of the mesh, to actualize a new cede ambition with the aforementioned dimension. We charge a assemble to run a shader on this cede traget every frame. For this I am appliance a Commandbuffer. All the command absorber does is run my shader every anatomy afterwards the abyss canyon of the camera, and draw the cobweb in the cede arrangement I created:
Now on the shader side. Actuality is area the ambush is. To reconstruct the UV arrangement of the mesh, instead of bulging your cobweb in the blow amplitude of the camera, you charge to activity it to the uv amplitude of the texture. Aloof accumulate in apperception that your rasterizer expects coordinates which accept a ambit of -1 to 1, and your uv starts at 0. So aboriginal we charge to remap this to that range. Before we canyon it on to the rasterizer, the rasterizer needs a float4, the Z, which is the abyss can be 0 back we don’t accept any abyss in arrangement space. Actual important, this agency that we accept our uv has no overlapping triangles. So no tillable textures. The w basal of the vector, additionally accepted as angle divide, should be set as 1 back this is an erect bump on the uv space.
This shader doesn’t charge to do abundant at the moment. Accomplish abiding You accept these tags added for the canyon which is cartoon the texture.
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So appliance this setup, we can already reconstruct the uv space. Actuality is the arrangement we will get out.
If we administer this to the albedo of our mesh, we get this:
Well that looks actual wrong. This is acutely not our actual UV. So what went wrong? The acumen abaft this becomes attainable if you attending at Figure 1. You can see that the u (x) arbor goes from larboard to appropriate (good so far) but the v (y) arbor is activity from up to down! The acumen abaft this is the set of actual ambagious conventions which I still haven’t captivated my arch around. For anniversary alike systems, you can adjudge in which administration x,y,z credibility at. You appetite to authority some assemblage to accumulate the acumen of your programmer, and OpenGL, Vulkan and DirectX accept their own (different) conventions. There ability additionally be aberration from Bold agent to bold engine, or 3d software to software. To accomplish amount worse, in this case there are two alike systems of interest. How the UV alike arrangement is bureaucracy in the cede target, and how the Blow amplitude and NDC (normalized accessory alike system) is setup. My able adjustment of ambidextrous with this is to cast things until they attending right. So let’s aloof do that actuality too. Alternatively you can sit down, anticipate about it appropriately which assemblage is actuality acclimated and why.
And we get this, which is correct:
Time to acrylic in the texture. Aboriginal botheration we charge to accord with is to apperceive conceptually area the abrasion Cursor is in apple space. If you are autograph a painting appliance for VR, this is easy. Your controllers already accept a apple position associated with them. About a abrasion cursor exists in awning amplitude of your monitor. Applications like blender, cobweb mixer or actuality painter usually accord the user the advantage of allotment how the cursor is activated on the apparent of the mesh. For our case we accumulate it simple, a ray is casted from the awning position of the abrasion out, and area anytime it hits on the apparent of the mesh, is area our painting cursor is.
Before we get to that implementation, I would like to action an addition that works bigger in assertive cases. The aloft adjustment would be implemented in the appliance ancillary (CPU) and the apple position of the abrasion is artlessly anesthetized to our shader. Back we already accept the collider and Ray arrangement of accord we can artlessly use that. About this adjustment would crave the cobweb to accept a collider, and finer a low poly collider. This becomes added important in appliance area the achievement is critical.
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The addition to that would be, to activity the abrasion position anon on the triangle which is actuality rendered. Anniversary fragment has a position in the amplitude spanned by two abject vectors, its departure and bitangent (part of which is the triangle actuality rendered). You can activity the abrasion on this space, by amalgam a cast A, with the departure and bitangent as its cavalcade space, and use the bump cast of cast A to catechumen the abrasion position in a architecture area you can do bake ambit calculations. This has the advantage that appliance this alike system, you can additionally activity a decal texture, to imitate acrylic besom and such. Additionally you don’t charge a collider for your cobweb and your achievement amount won’t alter from article to article (it would alter abject on your cede arrangement resolution). A sister of this adjustment would be to activity the triangles of the uv islands on the blow amplitude and do the assurance ambit calculations in apple space.
However in my case, I already accept a low poly collider for the mesh, and the appliance is not achievement accelerated so I will go bottomward the CPU path.
I am not activity to go over how I get the hit position on the mesh. Accepted ray casting. Once you accept abrasion hit in apple position canyon it on to the shader which is apprehension in the UV amplitude of your mesh.
Next footfall is to account the apple position of anniversary fragment in the uv amplitude of the mesh. This is atomic appliance the departure of rasterization. The acme shader can account this value, and the fragment shader would artlessly accept the amid result. This is attainable because both apple space, and the amplitude of the uv arrangement alter linearly in both x and y direction. Canyon on the LocalToWorld cast of the cobweb to the shader, and account the wolrd position of the fragment in one of the TEXCOORDs.
In the fragment shader, you can do the assurance ambit calculations. Again I won’t go over it, back it is appealing abundant accepted stuff. I am extenuative the larboard abrasion apprenticed amount in the w basal of the _Mouse vector. This amount is one back abrasion is apprenticed and 0 back it is not. The xyz of the agent are apple coordinates of the abrasion position.
So actuality you go. You accept a arrangement painting set up. Attending at the cipher for added capacity of the implementation.
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If you go with the aboveboard accomplishing I accept advance here, you are larboard with two bugs which needs to be fixed. One of the two I accept already fixed.
I will alpha of with the aboriginal one, island edges. As you cede the faces of your cobweb in the uv amplitude of the mesh, you are about-face the islands one triangle at the time. On the edges of the island, it can be that due to aberration the rasterizer doesn’t accede a pixel which is absolutely in the island. For these pixels, no pixel shader will be accomplished and you will be larboard over with a crease.
Simplest band-aid would be to aggrandize the rasterization, about that is not attainable in Unity. I won’t go in to the exact article of how I apparent this, but the basal abstraction is that every frame, afterwards the acrylic arrangement has been updated, I run a shader over the absolute texture, and appliance a clarify and a pre broiled affectation of the uv islands, extend the islands outwards.
A bigger band-aid to this bend bleeding would be to conceivably actualize a mip alternation for the acrylic texture. At the moment I am not appliance mip maps for this texture, back I am painting alone in the arrangement itself and not on the absolute mipchain. Although I haven’t implemented a band-aid for this, the two means I would acclaim in case addition will apparatus it, is to either amend the mip alternation as you amend the acrylic texture, or to reconstruct the mipchain every anatomy in the GPU, appliance bargain filters.
Here is addition acceptance of the technique. The cobweb belongs to my aide Azad
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