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Geometry Shader with lines adjacency?

Discussion in 'Shaders' started by MWrr, Sep 2, 2013.

  1. MWrr

    MWrr

    Joined:
    May 2, 2013
    Posts:
    7
    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?
     
    Last edited: Sep 2, 2013
  2. Aras

    Aras

    Unity Technologies

    Joined:
    Nov 7, 2005
    Posts:
    4,770
    At least currently, not possible.
     
  3. MWrr

    MWrr

    Joined:
    May 2, 2013
    Posts:
    7
    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.