Currently tile textures(rock, grass ect) just blend smoothly into one another. This is ok but requires large splat maps to make terrain look good and can look smudgy / low fidelity in certain cases.
It would be ideal if the respective texture weights were used as input to user supplied glsl that applied arbitrary shaping functions to the edges of terrain transitions
Currently tile textures(rock, grass ect) just blend smoothly into one another. This is ok but requires large splat maps to make terrain look good and can look smudgy / low fidelity in certain cases.
It would be ideal if the respective texture weights were used as input to user supplied glsl that applied arbitrary shaping functions to the edges of terrain transitions