Hello! I have made a blending tool, capable of blending a large amount of materials together using texture arrays and utilizing the height maps for better transitions. It also features shaders to blend objects with the terrain created with that blending tool, designed to hide the intersection seams ! The runtime shaders…
Here are the stats from the compiled shaders (I suppose that also includes Unity's PBR shading ? Not sure how to isolate that) Terrain blending : // Stats for Vertex shader:<br> // d3d11: 37 avg math (27..59)<br> // Stats for Fragment shader:<br> // d3d11: 213 avg math (192..235), 13 avg texture (11..15), 7 avg branch…
It does blend between the terrain normals and the object normals ! You still need to pick a texture that blends well with itself, because as you can see here with the moss texture you can still see the seam a little bit.
Have you tried using world-aligned UVs for the terrain, and for the blended part on meshes? That would lock the terrain textures in space, so you wouldn't have a UV disconnect when moving the meshes horizontally.
Right now you can choose to use the original UVs, or for the blended meshes to use the UVs of the terrain (baked into texcoord3), which essentially projects the UVs of the mesh onto the terrain (Which looks good unless the the planes become too perpendicular to each other, stretching the texture) I could add world-aligned…