Search Unity

Question Blending adjacent biomes rendered by a shader reading from several textures

Discussion in 'General Graphics' started by ngyJlP, May 20, 2023.

  1. ngyJlP

    ngyJlP

    Joined:
    Jul 4, 2018
    Posts:
    25
    Hi, I'm new to graphics.

    I set up a shader graph assigning provinces' (each one a mesh) UVs to textures after reading from a bitmap. It works but it is already performance heavy.

    How to blend said rendered textures in a simple and economical way (i.e. transition smoothly between biomes' textures and hide those squares)?

    Thanks.

    May20.png