Currently I have a script that I attach to a parent mesh object that essentially runs the mesh.topology command and sets the mesh to points at run time. The points show up as squares (planes, not cubes) that are "view-plane" aligned horizontally not vertically. I looked at the HLSL Microsoft docs,and it makes sense as to why they're showing up as squares. How would I render them as circles (or spheres), rather than squares?
I also have a basic shader attached to the meshes that colors the points by vertex (the imported models have per vertex colors). I'm feeling like this is a shader question based on the research I've done so far, so I can add a solution to my existing one if need be.
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