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I have implemented Marching Cubes in a compute shader in Unity. The code to it is here. Currently, the implementation creates a vertex regardless of if a vertex exists at the exact location. This meant that I constantly ran into the vertex limit in Unity, and the lighting was not smooth. The lighting can be solved by manually calculating normals but the vertex limit can only be solved by sharing vertices.

How can I share vertices in a mesh generated with compute shaders?

E_net4
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SunnyMonster
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  • Please code the relevant code _here_ not on a foreign site. [mcve]. Thanks! –  Oct 02 '22 at 09:30

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