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Terrain material/normal blending in HDRP

Discussion in 'Shaders' started by harrywerke, Nov 29, 2018.

  1. harrywerke

    harrywerke

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    Hi, I have no idea how I would go about doing this in the HDRP shader graph.
    I know how it is done in a few other engines, but not here.
    Has anyone fooled around with it?
     
  2. harrywerke

    harrywerke

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  3. Remy_Unity

    Remy_Unity

    Unity Technologies

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  4. harrywerke

    harrywerke

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    I had found that, it's not really what i am after. Requires a mask. I had set up something that blends between two materials, but if i place the asset on a transition between two terrain layers i am stuck.
     
  5. YuriyPopov

    YuriyPopov

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    bumping this thread
     
  6. hippocoder

    hippocoder

    Digital Ape

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    Would help to bump with pictures as I highly suspect that people are thinking of all kinds of things, at this point.
     
  7. YuriyPopov

    YuriyPopov

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    Ok how about one better. Here is a video of exactly what I want and think should be part of the standard package

     
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  8. awesomedata

    awesomedata

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    How might this be done via the Universal Render Pipeline?


    https://drive.google.com/file/d/1xXOc8vz3h9wbklyDGnhtNQG8lizoUeGa/view
    That explains a lot of tech-heavy details (HDRP), but I think it is still not clear enough, and a bit fuzzy for those who are not familiar with shaders or HDRP or how to achieve the effect seen in that video above.


    One of the issues I personally had with this kind of thing when I first started to mess with shaders is that blending a rock into another rock that is also blended into the terrain would require consecutive depth buffers that I couldn't get around.

    How is this solved in URP or HDRP? -- Or is it?
     
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  9. Ruchir

    Ruchir

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    Any updates on this topic? :(
     
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  10. awesomedata

    awesomedata

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    @Remy_Unity -- I kinda think this should be standard too:

    Any chance this is coming as part of a default setup with, perhaps, the new Terrain / Environment engine?