I am building a game and I have written a vertex shader that reshapes a cube based on the position on the x axis. Due to the deformation I want to also adjust the collider. In 2D I have done that by adjusting the polygon collider 2D, however I had no such luck In the 3D side of things (mesh collider). I have tried to insert similar code into he c# script of the cube, however I am not able to restore the original veritices in any way so they get distorted over time. Furthermore I haven’t been able to apply the mesh to the collider.
code:
```csharp
*Shader “Custom/Cube Deformation”
{
Properties
{
[NoScaleOffset] _MainTex(“Texture”, 2D) = “white” {}
}
SubShader
{
Pass
{
Tags{ “LightMode” = “ForwardBase” }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include “UnityCG.cginc”
#include “UnityLightingCommon.cginc”
struct v2f
{
float2 uv : TEXCOORD0;
fixed4 diff : COLOR0;
float4 vertex : SV_POSITION;
};
v2f vert(appdata_base v)
{
v2f o;
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
o.vertex = UnityObjectToClipPos(v.vertex + (v.vertex * (sin(abs(worldPos.x / 2)) * 2) * 0.4f));
o.uv = v.texcoord;
half3 worldNormal = UnityObjectToWorldNormal(v.normal);
half nl = max(0, dot(worldNormal, _WorldSpaceLightPos0.xyz));
o.diff = nl * _LightColor0;
// the only difference from previous shader:
// in addition to the diffuse lighting from the main light,
// add illumination from ambient or light probes
// ShadeSH9 function from UnityCG.cginc evaluates it,
// using world space normal
o.diff.rgb += ShadeSH9(half4(worldNormal,1));
return o;
}
sampler2D _MainTex;
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
col *= i.diff;
return col;
}
ENDCG
}
}
}*
* *csharp
*C#:
private void Start()
{
verts = GetComponent().mesh.vertices;
}
void Update () {
Mesh mesh = GetComponent<MeshFilter>().mesh;
Vector3[] vertices = verts;
int i = 0;
while (i < vertices.Length)
{
vertices += transform.position * 0.001f;
i++;
}
mesh.vertices = vertices;
mesh.RecalculateBounds();
GetComponent<MeshCollider>().sharedMesh = null;
GetComponent<MeshCollider>().sharedMesh = mesh;
}*
```
Can I somehow apply a vertex shader on a collider? Can I somehow transfer the vertecies from the shader to the collider?