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As reported by a user in this forum thread, the custom shader we use to render our meshes does not take into consideration lights and shadows.
It seems that using the onBeforeCompile callback is possible to modify the threejs base shader rather than replacing it.
onBeforeCompile
See this official example (code here).
Moreover, 0.158.0 adds support for BatchedMesh: https://github.com/mrdoob/three.js/releases/tag/r158
The text was updated successfully, but these errors were encountered:
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As reported by a user in this forum thread, the custom shader we use to render our meshes does not take into consideration lights and shadows.
It seems that using the
onBeforeCompile
callback is possible to modify the threejs base shader rather than replacing it.See this official example (code here).
Moreover, 0.158.0 adds support for BatchedMesh: https://github.com/mrdoob/three.js/releases/tag/r158
The text was updated successfully, but these errors were encountered: