Trying to get my Barycentric Shader working as a custom material?

I am struggling trying to get this to work like I did in this example:

Any ideas how to get this working anyone? I was hoping to draw the quad of the ground plane without doing a whole customShader

You can’t use uv2 as it is used by the system as a 2nd coordinate set: I have used uv3 instead in the PG below.

Also, in the barycentric function, you assume that each triangle has unique vertices, which is not the case of the plane: there are only 4 vertices and 2 are reused in the two triangles. I have used the convertToFlatShadedMesh method of Mesh to make unique vertices.

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Thank you for the solution its been a long day! Now I can go to bed.

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