Difference between revisions of "Terrain Splat Shader"
(Start info on terrain splat shader guide.)
Revision as of 14:08, 14 February 2020
If you want to be able to use tiled terrain textures across a mesh, rather than a single texture scaled across the entire surface (which won't really work for most terrains, given the size) then you'll want to use the Splat shader. This allows you to upload a "splat map" which tells the shader where and how much to apply each of your tiled textures across the surface of your mesh. The splat map can contain information on up to 4 different textures which will be used across your mesh.
A typical splat map will look something like this, or a transparent version thereof: https://cdn.discordapp.com/attachments/629302253768933376/677861646667874324/unknown.png
Each colour representing a different terrain texture. In this example green is sand, red is grass, blue is rock and transparency is a second type of rock.
This is not simply a flat image though, in fact it is 4 greyscale images composed into one, using the RGBA channels of the image to store each terrain map individually. Here are each of those layers split so you can see them individually... https://cdn.discordapp.com/attachments/629302253768933376/677862980330848257/unknown.png