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Question by JonnyHilly · May 16, 2017 at 08:27 PM · shadersshader programming

Is there any way to do a Clip() in the vertex shader rather than fragment shader?

I'm looking for a way to ignore whole polygons in shader... rather than having to do fragment shader Clip() checks, or rendering 0 alpha Is there an equivalent Clip() type command I can run on some vertex data ?

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Answer by bobisgod234 · May 17, 2017 at 03:42 AM

There is no trivial way. The only way I can think of is to set some value to 1 to clip, 0 otherwise, and do a test in the fragment shader if (val > 0) discard;)

The issue here is that vertex shaders are executed per-vertex, not per-polygon. So the result of dropping vertices, even if it were possible, would depend on the topology of your mesh. You would probably find multiple triangles sharing that vertex would vanish.

Though I have not used them myself, you probably want to look into using geometry shaders.

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avatar image JonnyHilly · May 17, 2017 at 04:29 PM 0
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thanks, yeah I figured as much, but I hadn;t heard about geometry shaders.. at least not in UNity? I'll go hunting. Thanks.

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