I had a quick look and it doesn't seem to be doing anything too weird - it is complicated but most of the complexity comes from there being a lot of input maps and parameters rather than it doing anything magical. without spending ages looking at it I think what happens is... They generate a texture (data texture) with a…
Thanks a lot poopipe. But my issue not with exactly generating UV but rather how they make UVs following the height blend . For example I have cubes intersecting each other through Max (lighter) blending . From your explanation it looks like they generate small UV pictures for cubes but how they later make them mask each…
Each cube is masked in by a tile_sample_blend_2 function that you find a big stack of in the final pixel processor. (this bit) The above looks like a kernel filter but I think that's misleading - the offset sampling appears to be there to support multiple pattern inputs (which are compacted into an atlas) rather than being…