Hi, I'm currently working on a hair tessellation shader, http://forum.unity3d.com/threads/19...h-guide-hairs-export-from-blender-hair-system, and have hit a problem in converting the isolines that are created in the tessellation part, into quad billboards. Basically I need to access the vertices for the previous and next lines, so that I can work out the joint angles. Otherwise the quads that make up a hair strand will not join properly. The normal method for doing this, seems to be with the line adjacency input into the geometery shader. Now I'm not sure, but I don't think it is possible to use that in Unity? If not then does anyone have any ideas?
Hi Aras. Could you tell me if the hair in the Butter fly demo used a version of unity with that added, or did it use a different method? Thanks for the reply, anyway.