Blending tiles with larger textures
Hi,
Got a tile-based game. Each tile has a terrain type, but the terrain textures, for aesthetic purposes, are larger than one tile. So each texture is 10x10 tiles, but I only want it displayed on some of the tiles.
So I need a way to control which texture is displayed on each tile. To add to that, I need the transitions to be rather smooth.
Rimworld did it very nicely:
You can clearly see that the terrain textures are larger than a single tile, so you don't get the tiled look.
Any ideas on how to do this?
I can't figure how to use that for this problem.
(Using the standard shader)
Add your main texture in the albedo slot
Add your detail texture in the mask slot
Change tiling for detail texture
Optionally supply a mask texture
you can also use/create a shader that blends the textures based on vertex colors, so you could even paint them in the editor with the right tools if needed. And this doesn't require extra mask textures.
The tiles are procedurally generated, so editing in the editor won't do. As for shader that blends based on vector color, thing is you have two different sprites, one for each tile, so each shader doesn't know anything about it's neighbor in order to blend.