Hi all,
Not sure how to word this so bear with me.
I’m generating a procedural mesh, which is a 9x9 grid of cubes. I’ve written it so that none of the internal faces are rendered, until a cube above it had been removed, at which point the new faces are added. Think Minecraft voxels.
What I’d like to do is to have a texture over the entire outside of the cube, and then for each layer of the cube down towards its centre, have a different colour.
So the outside would have some arbitrary texture, and when a hole is punched in it, it shows a green cube beneath, and then a yellow cube beneath that, and so on down.
Is this something that is best achieved with a customer shader, or can anyone suggest another way of doing this?
Thanks