This is an example that shows how to implement a geometry shader that is compatible with the standard lighting model in Unity.
Implementing a geometry shader in Unity is not easy as it seems because surface shaders don't allow geometry stage customization -- This means that you have to implement the whole lighting passes by yourself without the help of surface shaders.
This example shows the minimum implementation of vertex/geometry/fragment shader set that provides a custom geometry modification along with the standard lighting features.
To make the example as simple as possible, some features are intensionally omitted from the shader.
- No forward rendering support (!)
- No lightmap support
- No shadowmask support
- No motion vectors support
- No GPU instancing support
- It hasn't been tested with XR.
It's not impossible to add these features to the shader, that might be pretty troublesome though.
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