brokolja I don't think it can be done without sending additional vertex attributes.

Has far as i am aware it can't work in a rendering pipeline where the triangle isn't aware of it's neighboring faces and the distance from the edge.
As you can read, even in belnder it is Cycles only.
You will need to bake the bevel in cycles then export to godot.
Idk if unity has one but it's most likely a pre baked feature.

  • xyz replied to this.

    darthLevi It can be done in realtime fragment shader. You just need to send some additional per vertex attributes as described here. But it's certainly less trouble to just bake the bevel into the normal map.

      Problem is, there is no normalmap in my lowpoly models and i dont want one because than all models would need one and a shader could solve it all at once…but iam pretty sure this would give lowpoly models a 300% boost in awesomeness. If this can be made in godot i would buy whoever a coffee (or more) for this cause Iam sooo bad with shaders right now 🙂

      • xyz replied to this.

        brokolja It's not shader that's is the problem. Shader is relatively simple. You need to prepare your meshes to hold custom per vertex data as described in that article. Normal maps are quite inexpensive these days.

        brokolja That's screen space post processing shader. You can't do it that way with forward renderers. Besides, it's applied on everything that's visible on the screen.

        If youre using blender, why not bevel it in blender using modifiers ?

        Because this would add Geometry and that would lead to bad Performance or if i would bake it and than use the normales i would Need to uv and change every model for this + i dont want to touch every Model when i want to Change the bevel a Little bit while iterating the Games style … a shader that changes/fakes the normals at the edges of a Model would be perfect but it seems its not possible :/ at least for me 😃

        • xyz replied to this.

          brokolja You'd need to change the model even with the shader. Just that this change would not be visible on the mesh. It's 3 additional vec3 attributes that have to be stored per vertex.

          xyz Yeah, compute shaders might be an option for it if all else fails, but is it worth the hassle and the compute cost? I suspect not.

          • xyz replied to this.