Hi! Multiple ways to get a gradient mask across meshes, to then use in the shader to modulate values/colors. For example the gradient could be stored in a UV set, vertex color, generated from the y-pos in the shader, ... The way to go is something you have to decide on.
Hi, cool project! I would say if the goal is to support a moba/ rts style gameplay, the environment has to much contrast overall. Ideally have some units/ heroes in there throughout the creation process, so you can balance everything in a way so the gameplay elements read well. Perhaps you can add some parameters to your…
Agreed with everything that was said so far. One reason for the grass being so high contrast seems to be that the tufts are mostly unlit. Maybe a translucent/transparent shader that can't receive shadows or needs some serious dialing in? Either way, it's a major problem that needs solving. There doesn't seem to be much of…