Bezier Deformation

Premise and End Result

I wanted to make a vertex shader that deforms 3D models along bezier curves, to create bent text and adaptive curves on models.

Process

I calculate a localspace line from one end of the model to another, then appoint each vertex an offset to their closest point on that line. I then calculate a three-dimensional Bezier Curve, use this curve's normals to rotate the original line's vertex displacements and normals, then apply the result of those to the vertices.

Info

  • Year: 2026
  • Type: Vertex Shader
  • Engine: Unity
  • Tools: HLSL
  • Time: 3 days

Skills

  • Shader Development
  • HLSL
  • Delivering under tight deadlines

GitHub

Showcase

A sphere distorted by the bezier-curve shader image