Oh no problem, I indeed doubt myself that this is anything new (as I mentioned in my original post). And as such I'm not claiming it to be new or original. I don't know how all the other solutions work (apart from wang tiling which is pretty labour intensive to set up) I just needed a solution for this tiling problem and I…
Aha yeah, the uniform colour is definitely a more performant solution, but on cliff faces like in the video it would be pretty visible until you get really far. And it's pretty expensive in engine, on one of my materials (that has other nodes as well) I'm getting 500+ instructions. Will try to make this more performant!
Hi guys! I made a material function a couple of months ago to overcome the issue of terrain textures visibly being tiled at a distance. It basically has multiple world-aligned texture nodes with different texture size inputs (could be done with standard texture samplers as well), and lerps between them depending on…