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// see https://github.com/ethereumdegen/bevy_terrain/blob/main/assets/shaders/advanced.wgsl
the link to bevy_terrain's advanced shader, which uses a function to find the individual tile texture. The RGBA hack this plugin uses currently is very clever, but it'd be nice to have some more versatile options:
N-bit grayscale image indicating tile number in a larger atlas
N-bit RGBA but use R and B for tile number and G and A for alpha respectively
Multiple ordered layers, with alpha channel the tiles in the atlas in "higher" layers (so the lower ones show through)
For any of the above, plus the current RGBA blend approach, a seeded randomization (to pick, say, one of 16 variant grass tiles).
automatic selection of edge/corner transition tiles
I see in
bevy_mesh_terrain/assets/shaders/terrain.wgsl
Line 4 in 85eccf1
What do you think?
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