Early tests for a terrain blending Shader for Apsulov: End of Gods. Troughout development of game the use for this diminished so it was left unfinnished and unimplemented.
But most of the main functions worked out. The shader is based on mesh distance fields to be able to access the "DistanceToNearestSurface" and etc.
Main functions working was:
- Blending near Object/Ground
- Edge breakup Mask
-Edge Normal Smoothing (Changes the blended areas normals to be more like the ground under it, It's and alternative to using Pixel Depth offset pretty much).
Some things still need fixing like:
-Tiling on asset to matching landscape better.
-Sample underlaying landscape for material.
and more xD
Effect test
Effect integrated with other material
Material Instance Edge Controlls