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…
Thank you very much poopipe. Although I still don't understand how they manage to blend my cubes one by one. My guess using some sort of list or indices maybe, the blending itself of all 4 RGBAs at once through if else and height boolean is perfectly clear now. Your are right , the masking kind of free that way. Also I am…
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…
Namely Height, UV and index. Does anyone know how to do it properly ? Or at least on what principles? Bits masking or something maybe? I am trying to do it for FX map in 32 bit mode. Something similar to what available for shape splatter in which pixel processors I couldn't understand a thing so it looks easier to invent…
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…