The post discusses the challenges of texturing a sphere and explores the use of a flat disk for texture mapping instead of a UV sphere. It covers the process of creating a pixel shader to recreate the features of a 3D UV sphere mesh and provides insights into surface equations, texture mapping, orientation, rotation, shading, UV discontinuities, polar patches, and atmospheric rendering.
Table of contents
SkyboxPlanet’s SurfaceUV Sphere ProblemsTexture UsageFlat DiskPixel ShaderSurface EquationTexture MappingOrientationScaleRotationShadingUV DiscontinuitiesPolar PatchesAtmosphereConclusionsSort: