Mesh in Unity
After modeling the mesh, I imported it to Unity and began scripting ways to instantiate cameras all around the vertices. The results are shown below
Blending images
After having the cameras all take their own render texture, I placed them all in an array and compressed them into a texture atlas. From there I can apply them into a 3-way blend shader like below 
Quad tracking
The next steps for the imposter system will be to determine which TRI the camera is facing and which 3 vertices the camera facing plane should blend together. The shader below, created with Tyler Swietanski, lets me see which face on the camera sees, and changes the color on the face based on how close it gets to a specific vertex.
Happy Tuesday!
Tech Tuesday 11
Published:

Tech Tuesday 11

Published: