Hi everyone,
So, I’ve begun researching this and unfortunately I don’t know what I don’t know.
Heres the idea:
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I have a non-perfect spherical object that has some terrain. Craters, ridges, depressions, etc…
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I would like to create an RGB gradient digital terrain map of that sphere, where different elevations have a different color.
I believe this will involve vertex shading? In my head the idea is to calculate the distance between the center of the object, and a given vertex then apply the appropriate color to that vertex based on the distance.
Trying to accomplish this in Shader Graph has been a bit, over-whelming as I’ve stumbled upon tri-planar mapping, geometric shaders, vertex shaders, etc…
Would someone please point me in the right direction? Thanks!
*Worth mentioning that I’m using the URP.
**I’ve attached a photo of the basic idea that I’d like to accomplish, however the coloring in the photo is wrong as it looks like its probably shading along a global y axis, or using the bottom of the object as the origin rather than the center.