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Added note about tiles texture and its license.
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shanecelis authored Jan 18, 2019
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Expand Up @@ -31,9 +31,9 @@ This is a pretty faithful reproduction of Evan's demo. As such there are a numb

For instance, the shader that renders the sphere has variable `sphereCenter`, so the sphere rendering object is expected to located at the origin and if you change that, it probably will not look right.

The light direction is provided to shaders as a vector. It doesn't use Unity's lighting at all.
The light direction is provided to shaders as a direction vector. It doesn't use Unity's lighting at all.

The models' vertices do not have UV coordinates. For instance the cube's minimum and maximum model position are (-1, -1, -1) and (1, 1, 1), so any point on its surface is often just mapped directly to a UV coordinate [0, 1]^2 by transforming the point p by `p * 0.5 + 0.5`. This works fine for the purposes of the demo, but one would probably want to switch to UV coordinates in the future.
The shaders do not use the models' UV coordinates. For instance the cube's minimum and maximum model position are (-1, -1, -1) and (1, 1, 1), so any point on its surface is often just mapped directly to a UV coordinate [0, 1]^2 by transforming the point p by `p * 0.5 + 0.5`. This works fine for the purposes of the demo, but one would probably want to switch to UV coordinates in the future.

A lot of this is smoke and mirrors. The cube knows where the sphere is, so it renders its shadow. Great for a tech demo, but if you want to allow for multiple spheres or other objects, this will need to be reformulated significantly.

Expand All @@ -53,6 +53,8 @@ License

This project is released under the MIT license.

The tiles texture appears to be [Patrick Hoesly's](https://www.flickr.com/photos/zooboing/3682834083) and was released under the Creative Commons Attribution (CC-BY) license.

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