June 2018
Intermediate to advanced
392 pages
8h 57m
English
This particular shader uses the same concept from the last recipe, except that this time, we are modifying the positions of the vertices in the mesh. This is really useful if you don't want to rig up simple objects, such as a flag, and then animate them using a skeleton structure or hierarchy of transforms.
We simply create a sine wave value using the sin() function that is built into the Cg language. After calculating this value, we add it to the y value of each vertex position, creating a wave-like effect.
We also modified the normal on the mesh just to give it more realistic shading based on the sine wave value.
You will see how easy it is to perform more complex vertex effects by utilizing the built-in vertex parameters ...