I’m moving from unity to ue4 …
In unity I could write material script (shaders) that uses geometry shader to do some thing that i want to acomplish.
For example I want to move triangles of the mesh in direction of their face normals - how to acomplish this in ue4 ?
(Yes I want them to separate and have triangle look, something like this: http://www.ozone3d.net/public/jegx/201406/glslhacker-geometry-shaders-exploder.jpg)
In material editor I only see displacement map output and world position offset output, but none of them is what I want.
In unity I’v just wrote some simple geometry shader, that for each triangle calculated face normal, and then moved vertices of that primitive in direction of that normal - any way to do this in ue4
Any WORKING examples of using geometry shaders and some magic to create this kind of material ? (note that the artists need to assign this material to the various meshes, it’s not just for one custom mesh)
(that raises my doubts about skinning code and so on, but meybe there is some solution to this (unity skins by either software or vertex streamout, so vertex shader is have just one version no mather if mesh is skinned or not))
Thanks for any information on that topic.