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P0-A3: Part 542: World Builder

by on Apr.07, 2019, under A3, Astral Realms, P-0, Software and Games, Spiritus Astrum

The issue with the planet textures and shaders at long distances from the origin should be fixed.

The solution was to actually encode the terrain height into a second mesh UV channel, and then simply read that data from the shader. This was a much more elegant and effective solution than performing a distance calculation in the shader itself.

I have still got quite a bit of work to do on the shaders, there are several shaders involved in terrain rendering, including water/ocean shaders, grass shaders, and the actually terrain shader itself, they will all need to be modified.



















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