I have simple mesh using standard material with texture.
I want to tint (mix/multiply some solid color with the texture) each instance basing on its position (or some other external parameter).
How can I achieve this effect? Is it even possible with standard material?
I’ve tried using vertexColor and standard material an I get some flickering. I don’t even know if it should work.
EDIT: OK, solved with instancedBuffers from the example. Used the second type of interface. I can’t tell how flickering dissapeared. I simply changed the way the buffers are registered as now I’m not using
To all newcomers like me. You have to set vertexBuffer values for both source mesh and instances.
mesh.registerInstancedBuffer("color", 4); box.instancedBuffers.color = new BABYLON.Color4(Math.random(), Math.random(), Math.random(), 1); let instance = box.createInstance("box1"); instance.instancedBuffers.color = new BABYLON.Color4(Math.random(), Math.random(), Math.random(), 1);