It would be cool to see a comparison between this and traditional vertex colors.
(I saw that there’s a mention I’m the paper, but it’s just that).
For example, I imagine that, while this technique could be used on the 3d editor, a post processing step:
- Check the texture values at each vertex position
- Generate an array of unique colors from that (a pallette array)
- Map each vertex to an index in the pallete
Then the engine wouldn’t even need to use the texture, it would just be color interpolation!
But maybe there’s more to this technique. After all, it does allow the artists to have non-linear gradients.