francois85 wrote:Hi Ricardo,
Thanks for your reply. Thinking about this problem again I seems like a hack for what I what to achieve. Maybe I can describe to you what Im trying to do and you can direct me down the correct path.
Basically I have a round little planet that I need to texture. The planet has several biodomes that need different textures blending together. Every vertex is the center of an area/tile I want to texture (see colorful hex image). The mesh is build on top of a structure/grid that is used for querying data eg I store what biodome each vertex is( see image with gl dots) although I have no idea how to provide the shader this information.
I was trying to make each biodome (20 max) a slightly different height and then blend/sample my texture based on distance from origin.
So with that explanation, Im trying to create a shader that can:
1) blend many many textures in a texture array using distance from origin or idealy looking up my data base.
2) triplanar projection
3) support albedo, ambient-occlusion, heigh map (parallax), normal and roughness map.
I started this in Unity's shadergraph and got somewhere close but then realized Im going to need something more indeph so I got amplify. (see image with texture)
Please Please any help would be appreciated im banning my head here.
Greetings,
I should point out this forum is aimed primarily at technical support.
1. This sounds like it might be beyond the scope of our editor, you might need some additional scripting.
2. I assume the Triplanar nodes would work but if not we include an example on how to do it manually.
3. How can we assist regarding this specific point?
Apologies for the vague reply but I'm not sure that I have much to contribute based on the provided information. Let us know if you have any additional specific questions, perhaps we can elaborate.
Thanks!