I have written a terrain shader for godot. This shader use heightmap base to blending different splat texture, giving you a much more natural look. It also use parallax mapping that look more depth to the terrain texture.
more info: https://kinwailo.wordpress.com/2017/05/19/godot-terrain-shader/
@Kinwailo said: I have written a terrain shader for godot. This shader use heightmap base to blending different splat texture, giving you a much more natural look. It also use parallax mapping that look more depth to the terrain texture. more info: https://kinwailo.wordpress.com/2017/05/19/godot-terrain-shader/
@Kinwailo said: I have written a terrain shader for godot. This shader use heightmap base to blending different splat texture, giving you a much more natural look. It also use parallax mapping that look more depth to the terrain texture.
Does it work with Godot 3 rc2 ?
Would likely need to be converted. I don't think it would be a difficult job. In fact if you want to learn to understand the shader system better porting this would be an excellent practice project for you. Note that I'm talking of the shader only.
@Megalomaniak said: Would likely need to be converted. I don't think it would be a difficult job. In fact if you want to learn to understand the shader system better porting this would be an excellent practice project for you. Note that I'm talking of the shader only.
Yeah, i'll use that code example to make my own shader version without parallax.
I have a error in godot 3 whit the shader error(101): Invalid member for mat4 expression .x
http://docs.godotengine.org/en/latest/tutorials/shading/shading_language.html#swizzling
It is possible to obtain any combination of them in any order, as long as the result is another vector type (or scalar).
Also, as I said above, likely needs conversion. Shader language got refactored substantially and broke compatibility, so you can't just expect shaders for godot 2.x or previous to work as is in 3.0.