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This is something I wanted to support but couldn't figure out how to do it in a good way. Yes, you need to create your own custom vertex/fragment shader. |
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I'm noticed that you can create your own shader like this example: https://codesandbox.io/s/pixi3d-custom-material-4tsyb
with your custom vertex and your custom fragment, but when you do that, you lose the benefits of a standard material.
In Unreal Engine, when you create a Material, you put the logic in a BP that represents your parameters of the Standard Material node that knows what to do with the lights, and everything in the world.
In Unity, is similar but in code; they have a "surf" function that is the same place where you put the logic for calculate your parameters and then apply the Standard Material magic.
Is there something similar in pixi3d? Or I need implement my custom fragment?
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