I’m implementing 2d world procedural generation for my side project. Currently I’m using Perlin Noise for world generation, like defining water/sand/grass area etc. Something looks like:
This all works fine and now I’ve come to a point that I need to apply real art assets to these tiles I defined instead of just hardcoded pixels.
From my past experience I could use Tilemap to apply the sprite for each tile, this could work. However I do not want my game to looks like (aesthetically) a typically top down 2d pixel RPG. I want a more blur boundary between each regions ( kind of like One Hour One Life if you get what I meant here, sorry for bad explanation).
Anyway I’m using Shader Graph to generate material for water, hopefully in the future for sand/grass land as well. I’m not very experienced with shader graph and texture stuffs. So my question here would be:
Once I finish my shader graph for water, I should be able to have a water_material. Then let’s say I going to make a 10001000 (unity units) map, how do I apply this water_material to each grid? Do I generate __many 11 objects__ that hold water_material (I hope not) or do I make a 1000*1000 texture that only render water(I’ve tried this one but for some reasons Unity refuse to render it when I resize it too big like 100* 100).
Any inputs of how you would handle this kind of situation would be helpful.
