This PR adds three things:
1) We write the water depth in the previously unused channel of the mapwide texture.
At the moment this has no effect, but I plan to do a map shader that uses this. The shader that the generator now uses doesn't utilize that channel, so writing something in there has no side effects.
2) We add a tool to generate this texture for a provided map.
This makes it easier for mapmakers to upgrade their maps from the default shader to Terrain002, that requires this texture.
3) We add a tool to generate the pbr map from individual height and roughness maps.
Again this helps mapmakers with setting up advanced shaders.
Can these tools be accessed when you only have a compiled generator or do people need to download the repo to use them?
This PR adds three things: 1) We write the water depth in the previously unused channel of the mapwide texture. At the moment this has no effect, but I plan to do a map shader that uses this. The shader that the generator now uses doesn't utilize that channel, so writing something in there has no side effects. 2) We add a tool to generate this texture for a provided map. This makes it easier for mapmakers to upgrade their maps from the default shader to Terrain002, that requires this texture. 3) We add a tool to generate the pbr map from individual height and roughness maps. Again this helps mapmakers with setting up advanced shaders.
Can these tools be accessed when you only have a compiled generator or do people need to download the repo to use them?