Developed a procedure to generate Perlin noise in a 3D Texture.
I got the idea to texture the asteroids this way from the Orange Book (OpenGL Shading Language, 2nd Edition (2006)), but I needed to convert the GLSL shader code to HLSL.
I am not a crack at that stuff so that was a bit hard to develop.
The benefit of this procedure instead of Projective texturing is that it always looks crisp and non distorted at any angle or distance.
It does’nt look lowpoly but in fact it is (light enable):
So everything about the rock is procedural now!!!
Now the next step is to smooth the asteroid, so that the lighting is more realistic.
And probably add some more irregularity. Some bump/normal mapping would make the asteroid more realistic.