I was watching video game called the snack world :
https://www.youtube.com/watch?v=EMLx89xpAe8and there is a place that I want to know how did they do it.
in the beginning I thought ok they just add floating road on top the terrain grass but then I saw this :
the road is getting wider so now my though is wrong,
so they have tile for grass and tile for dessert
then my question, how they do the in between "the dark green line edge" ?
and also I found this which make my head scratch
so I decide to try to achieve it .
what I think its one tile plane for the grass ,one floating plane tile for desert and one floating trim tile "the edge in between" which has alpha to blend them.
so, now is this the right way or is there a better way to handle this ? is this consider cheap for the engine ?
if you got better technique it will be nice to share it
thanks.
Replies
You're probably right about the blend strip though.
Alternatively
You could do all this with a vertex colour or texture based mask and some Shader work
vertex color mmm the problem it will look just blend between grass and desert but you cant create these "dark greensharp strip " :
so its hard to achive with vertex color unless if there is technique i didn't know about it
Tiling at seams isn't an issue because you'd map the textures in world space.
They are unlikely to place the road on a separate floating mesh because it's a pain to handle zfighting and because it's inefficient to render geometry over other geometry. It's cheaper and easier to cut the edges you need into the main surface
the part you said to cut and use world space is there examples or if you have time please show what you mean.
and thanks for taking your time to answer it help me me a lot to learn.
You would have to cut a strip where you want the transition to occur, and you'd have to add UVs for the overlay. But that wouldn't be too much work.
My sketchbook has examples of custom Unity shaders that might give you some ideas.