Closed kring closed 7 months ago
This makes me wonder if we should implement some variant of the "Material Layer Key" property that Unreal uses. Given a string text field, you could assign raster overlays keys like Overlay0
, Overlay1
, etc. Then UnityPrepareRendererResources
will put it into the corresponding shader variables, based on the N
in OverlayN
.
This may also be relevant to #64. In Unreal, clipping requires modifying the opacity / alpha mask, and it applies that through a special Layer Blend asset. The keyword "Clipping" is used to identify what raster overlay to use this blend asset on. But there's no exact equivalent for this in Unity, so how is the tileset going to know which overlay is the clipping one?
Raster overlays are currently applied in the order in which their OnEnable is called. There should be more explicit control over their order. For example, it should be possible to enable a layer at runtime that is drawn in between two existing ones.