aframevr / aframevr/aframe

lightweight vertexlit material for mobile VR / Quest

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Dominant language
JavaScript
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Forks
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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

Open the contributing guide

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. 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

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