Looking for references/directions: Procedural Triangle Shader Fragment?

“Barycentric Coordinates!” Finally found the term (and the algorythm).
Special Thanks to P.Avery by post the code/question here: http://gamedev.stackexchange.com/questions/62651/finding-pixels-within-uv-coordinates

And yes, if we follow the formula correctly it works pretty well! :smiley:

to future Searchs: HOW TO DRAW A FILL TRIANGLE ON MATERIAL

Just remember on pass your triangle Vertices Coordinates as UV positions.

Regards!