Hi everyone,
I won’t say I am a Unity expert yet and what I will say might be nonsense (please, if so, do not hesitate to explain to me why). Let’s start with the context: I want to draw 2D roads and I thought SpriteShape would be an excellent way for doing it. I’ve been playing with it quite a lot and I can’t help but notice large curves will lose details quality (cf. pictures)
Large curve (details quality: max)
Small curve (details quality: max)
From what I understand, the quality of the details defines how many SpriteShapeSegment are used to draw the curve. That means that we are creating geometry in space: defining faces, vertices, etc. The SpriteShapeGeometryCreator and SpriteShapeGeometryModifier will only redefine how these segments are drawn.
However, I want to know if we can achieve a better curving of the texture, without any loss, by thinking about it in a shader way. Shaders are nowadays almost everywhere, and I wonder why can’t we define for every segment a ‘canvas’ - its size defined by the bezier curve drawn on it - on which a shader would draw the texture curved from the pixel supposed to be displayed on the screen? Is it nonsense??
PS: Of course, I can have more quality on the large curve by splitting it. I’m just sharing my thoughts.

