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Shader to bevel the edges of a cube?

Tags:

unity3d

shader

This question relates to using shaders (probably in the Unity3D milieu, but Metal or OpenGL is fine), to achieve rounded edges on a mesh-minimal cube.

enter image description here

  • I wish to use only 12-triangle minimalist mesh cubes,

  • and then via the shader,

  • Achieve the edges (/corners) of each block being slightly bevelled.

In fact, can this be done with a shader?

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Fattie Avatar asked Aug 03 '14 14:08

Fattie


2 Answers

I recently finished creating such shader. The only way it can work is by providing 4 normal vectors instead of one for each vertex (smooth, sharp and one for each edge of the triangle for the given vertex). You will also need one float3 to detect edges.

To add such data in a mesh I made a custom mesh editor, comes with Playtime Painter Asset from Unity Asset Store. Will post the shader with the next update. Also will post to public GitHub.

Sharp Edge Smooth Edge

You can see some dark lines, it's because it starts to interpolate to a normal vector which facing away from light source, but since there are no additional triangles, the result is visible on a triangle which is facing the camera.

Update (2/12/2018) Realised that by clipping pixels that end up having a normal facing away from the camera, it is possible to smooth the outline shape. It wasn't tested for all possible scenarios but works great for simple shapes: Clipped edges

As per request added a comparison cube: Cubes with Bump Mapping

Currently, Playtime Painter has a simplified version of that shader, which interpolates between 2 normal vectors and gives ok results on some edges.

Wrote an article.

like image 75
Iurii Selinnyi Avatar answered Sep 20 '22 03:09

Iurii Selinnyi


In general the Relief Mapping is able to modify the object silhouette like on this picture. You'd need to prepare a heightmap that lowers at the borders and that's it. However I think that using such shader might be an overkill for such a simple effect so maybe it's better to just make it in your geometry.

like image 24
kolenda Avatar answered Sep 18 '22 03:09

kolenda