I’m trying to create a material which takes an input mesh and clips parts of the material owning mesh which are outside it
I tried doing this with a primitive shape sphere (as “input mesh”) on a cube (“owning mesh”) as such:
hlsl code:
float dist = distance(WorldPosition, SphereCenter);
if (dist > SphereRadius)
{
discard;
}
return 1.0;
and it works but is there a universal way to do this with any input mesh? not just with primitives like sphere or cube where I’d have to hardcode the equation