I’m trying to get a way to draw a filled triangle dynamically based on just PixelShader (UV) inputs.
I’ve found on Internet the Procedural Circle algorithm and some crazy fractals, but everytime I type “Triangle UV Rasterize” on Google I’m buried by docs where the author has access to VertexShader (Duh ), but it’s not my case here since this material is being designed to use on Slate/UMG where I’ll be constrained to render to a Quad.
If the algorythm it’s “portable” I think I could get it to work, as I did with the circle one:
I’m not a Math guy, but I think that is there already a way to make this, maybe I’m lost on vocabulary.
Any help will be greatly appreciated.