Pretty simple shader & animation that shows vertex normals as colours. I thought it presented an interesting way to achieve a visual. Although it’s production use is fairly limited for me, it’s a good way to visually debug a mesh and understand why effects are misbehaving.
I encountered bezier curves at work recently, and realised I didn’t have much experience with them. It’s a quite a powerful tool to have, so I decided to re-implement it myself. What you can see is me moving 2 of the 3 control points, and drawing the curve (and rays to the interpolation points) using debug lines in Unity’s editor window. It’s the basics of having defining a curved object out of triangles, which could be useful with my Elastic mesh tech concept, as these triangles could become polygons.
This is an example of a the Elastic mesh tech i’ve been playing with in my free time. It can be pulled using an object, which follows the cursor. The way the elastic mesh is built is through a bunch of points that are “fairly” anchored to their origin, but allowed to move by either getting pulled by the player, or pushed/pulled by their neighbours. You then get a distributed inertia through a few neighbours, which looks a bit “elastic”. Each point will try to return to it’s anchor if it’s not being pulled anymore, so the mesh returns to it’s original shape.
I’ve been working on improving my ability to make procedural meshes, and… encountered a funny bug! clearly not what I wanted… but I thought I’d share it anyway.
A little path generation thingy I made