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Question by Bajtix · Jun 07, 2020 at 11:01 AM · terrain generationsplatmap

How to create splat map based on mesh normals?

Hi! I have recently started making my new game which contains a procedurally generated mesh terrain. I wanted to texture it based on the normal and a few other parameters that I am going to define later. I've created a shader that takes in a grayscale splat map and mixes different textures based on it. Now my problem is, that I have no idea how to create the splatmap. I want it to be based around normal of the face, but with my current code:

     int i = 0;
     pixelLog = $"Length of the array: {verts.Length}";
     for(int x = 0; x < s; x++)
     {
         for (int y = 0; y < s; y++)
         {
             Vector3 norm = transform.TransformDirection(normals[i]);

             float clor = Mathf.Pow(norm.y, 80);
             normals_tx.SetPixel(x, y, new Color(clor, clor, clor));

             pixelLog = pixelLog + $"\n Added pixel at {x} :: {y}   with i = {i}  of color {clor}"; //just logging all the operations, temporary
             i++;
         }
     }
     yield return new WaitForEndOfFrame();
     normals_tx.Apply();
     byte[] png = normals_tx.EncodeToPNG();
     File.WriteAllBytes(Application.persistentDataPath + "/file.png", png); //saving the results for preview
     File.WriteAllText(Application.persistentDataPath + "/filelog.txt", pixelLog);

     GetComponent<MeshRenderer>().material.SetTexture("_SplatMap", normals_tx);


it just creates seemingly random jibberish: this doesn't look good.... Does anyone know a good solution?

file.png (2.1 kB)
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