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Question by redthrawn · Aug 21, 2013 at 11:53 PM · shadermeshworlddistortionwarp

Best Way to Implement an Exaggerated Horizon Curve to 3D Endless Runner?

First of all I should say that whatever solution I use needs to be mobile-friendly.

I am creating a 3D endless runner (yes I know the world needs more of them desperately!) and need to find a way to curve the world so that I don't need to render assets when they are a certain distance from the camera.

Here is an example of what I would like to do, except that this shader-based solution only makes meshes appear to the left and right, whereas I would like to get that "curvature of the Earth" effect where the world curves down (curves in the -Y direction, around the x-axis, when travelling in the +Z direction), like you are travelling around an incredibly small planet. The creator of the linked asset uses pre-bent meshes to for the curving down effect in the vid, not a shader solution like he used for the left and right bend. I can see a using a shader-based solution being a problem if I want to use other shaders, such as a toon shader.

Also, I understand that bending the meshes using something like MegaFiers (a great asset!) would not really fly for mobile development.

Has anyone done anything like this or have some ideas?

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