Timeline for Unity shaders - blend edges of tile textures stored in an atlas
Current License: CC BY-SA 3.0
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Mar 6, 2019 at 13:53 | answer | added | Tom Tsagkatos | timeline score: 1 | |
| Jan 24, 2018 at 21:26 | comment | added | otoomey | You can use opengl blend modes to blend the second texture onto the first, but its messy. If you create 'edge' textures, you can make them look interesting and natural, something you could only achieve in the shader with great difficulty. | |
| Jan 24, 2018 at 16:31 | comment | added | user92748 | @Zebraman - the tiles are on the same mesh. | |
| Jan 24, 2018 at 15:13 | comment | added | DMGregory♦ | Check out this previous answer on using a tile index map to specify tile contents. With a technique like that, your shader can "peek" into adjacent tile slot texels to figure out what atlas entry to blend into for its neighbours. | |
| Jan 24, 2018 at 14:38 | comment | added | Zebraman | Are the tiles separate meshes? | |
| Jan 24, 2018 at 13:44 | history | asked | user92748 | CC BY-SA 3.0 |