Open Nekrodamus93 opened 2 months ago
We already have code for this sort of sampling in RealityShaders. However, it breaks when we have terrain tiles that are actually tiles. 😶🌫️
I think the workaround is some sort of interpolation between non-stochastic and stochastic
The solution is excellent and replaces nothing in your game , using a shader technique called “procedural stochastic texturing”.
The algorithm is based on a paper by Thomas Deliot and Eric Heitz published in 2019 , both Unity Engine developers.
SOURCES: https://www.mixmods.com.br/2022/03/shader-stochastic-gta-sa/ https://github.com/JuniorDjjr/skygfx https://github.com/JuniorDjjr/Unity-Procedural-Stochastic-Texture-Terrain-Shader https://github.com/JuniorDjjr/UnityProceduralStochasticTexturingNode