Hello there!
I was making an environment when I came up with this problem. I want to have something very similar to this (Screenshot from Kirby's Forgotten Land) in which the terrain has a tilable grass texture, but when it reaches the edge, transitions to a similar texture, but with some different details like leaves. I'm pretty sure I've seen better examples somewhere, but I can't find them right now.
I would really appreciate it if anybody could tell me how it is called so I can google for some tutorials, or broadly how would you tackle this thing.
Thanks a lot!
Replies
vertex alpha (left) gives a smooth gradient blend dependent on vertex density, texture alpha blending can give much more variation in the blending and is independent of the vertex density
From top you project grass texture. And from the side - the leafy patches. They would blend at the smooth corners.
I presume this is on Switch so they've not exactly got gpu cycles to spare. triplanar projection and alpha are unnecessarily expensive ways to solve the problem so If klunk/alex aren't correct I would be very surprised
Simply offsetting the UVs used to sample the grass relative to object position can take care of any tiling issues without the artefacting associated with a simple worldspace projection.
Below is a simple unreal example of the principle
(A different texture is used in the 3d shot to better demonstrate the effect)
https://ericchadwick.com/img/world_of_zoo.html
Either would work out fine though I'm sure
https://www.youtube.com/watch?v=iwH49iOMxFY
then you can vertex shade the top verts of the mud strip faking an "ambient occlusion" also add some depth