Consider the following image:
I'm looking for some ideas to color the faces of the triangle only without the blending/bleed into the other tris
which is caused by the color being set at the vertex in unity's mesh component.
I have tried making a shader to look at the normals but since the normals are calculated to the vertices the same problem occurs and I cannot go much more advanced than that (I know a shader god would be able to do it) since i'm kinda bad at shaders. (I know right, what a shock!)
Im trying to create a flat, non reflective terrain that is low poly along these lines:
notice the nice flat shading on a PER tri face base.
Do I continue looking at vertex colors, or is a shader 100% the direction to look in?
(is this maybe ONLY possible with a fragment shader?)
the only solution i want to avoid is drawing additional seperate trianlges ontop of my exsiting mesh as some
other places on the internet suggests as that seems like a enormous waste of resources.
anything else im open for, whether it's a lighting technique or some shader (have tried many).
Kinda getting desperate.
Thanks TIG.