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Question by Tomer-Barkan · Mar 01, 2016 at 08:25 PM · 2dshadertexturespriterendering

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: alt text

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?

rimworld-terrain.png (134.0 kB)
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avatar image Graphics_Dev · Mar 01, 2016 at 08:26 PM 0
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Have you tried using detail textures and masks?

avatar image Tomer-Barkan Graphics_Dev · Mar 01, 2016 at 08:33 PM 0
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I can't figure how to use that for this problem.

avatar image Graphics_Dev Tomer-Barkan · Mar 01, 2016 at 08:38 PM 0
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(Using the standard shader)

  1. Add your main texture in the albedo slot

  2. Add your detail texture in the mask slot

  3. Change tiling for detail texture

  4. Optionally supply a mask texture

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avatar image Polymo · Mar 02, 2016 at 01:27 AM 0
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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.

avatar image Tomer-Barkan Polymo · Mar 02, 2016 at 09:07 AM 0
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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.

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