lightweight vertexlit material for mobile VR / Quest
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- Dominant language
- JavaScript
- Stars
- 17.6k
- Forks
- 4.4k
- PR merge metrics
- No merged PRs in 30d
Description
this is a suggestion:
The standard default PBR material is too heavy for platforms such as the Oculus Quest, using it causes significant frame rate drops even on simple geometry.
shader: flat is performant but lacks shading.
Suggestion is to have another built-in a-frame material that is halfway between the two, that supports color, vertex colors and textures. It is lit by vertex only from the surrounding light sources. "shader: vertexlit"
(similarly in Unity development this is the way for Oculus Quest games)
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by locating A-Frame’s built-in material and shader implementations, then review how lighting, vertex colors, and textures are handled for mobile VR. Define the vertex-lit material’s supported behavior and compare its shading and performance with the flat and default PBR materials on Quest.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- javascript, three.js
- Domain
- computer-graphics, mobile-dev, performance
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 25/100