Ah yes I see what you mean, so I don't really need WorldAlignedTexture in this instance. The reason I used WorldAlignedTexture was because the way I have set up the UVs means that when I apply a texture to them I get seams everywhere. Also anywhere that is just dirt (no border) I have scaled the UV face down a bit as my…
Drop world aligned texture node. Its expensive and really not needed. You use that on cliffs or areas that need to retain their world alignment for specific reasons. What I would do is set it up so you can paint it. You have the basic going, but it doesn't seem like something you can just apply without changing the texture…
A little bit of progress here. One thing I guess I should mention is that I want to avoid using any alpha materials as I want to get this thing as optimized as possible. Also the game I am making is 'on the grid' similar to the recent Links Awakening remake so I already plan to do everything grid based. So I came up with…
A little more fiddling here and I'm pretty sure I have landed on a technique that is going to work for me. Using my material mask as well as two WorldAlignedTextures for the grass and dirt respectively, I can now model my terrain to have paths as I like. I have also packed a bit of shading into the green channel of my…
That is also an awesome idea. Having a hard lerp between the values means that, even though I need to cover the entire ground plane of the map section (which in some instances will be fairly big), I could get away with a low resolution image for that mask because of the sharp falloff. none of the maps I have planned are…
I've kept pushing forward with this technique to the point where I think it will work: The major drawback here is that I have to place all this stuff in my 3d editor, which is limiting my workflow. Here's that same map in blender: As you can see, I've got my tile palette down the bottom and I am picking and placing quads,…