Distinctive Derivative Differences (procedural UVs in fragment shader)
added on 2021/04/13 @ 16:36:13 | 294 views| category: gamedev
n my article on Sphere Impostors I talked a bit about two different issues that come up when using procedural UVs calculated in the fragment shader. And showed solutions for both. Unfortunately it seems one of those solutions has an Achilles’ heel.
This article is about some alternative solutions I knew of, and one I didn’t until I was writing this article. And how the one I didn’t know taught me about stuff I didn’t know I didn’t know.
tags: #programming #3d #graphics #shader