I’m building a procedural terrain system and have an issue regarding texturing.
It is meant for a flight simulation game.
That system has nothing to do with the unity built-in terrain system.
the terrain mesh’s are generated by C#.
Iterations are made to fill vertices, triangles, normals and uv’s arrays to create the mesh’s.
I use perlin noise as heightmap.
the system works with 9 tiles ( 3 by 3 )
the user / aircraft is always in the center tile. When the aircraft is moving to another tile, that tile becomes the tile
in the center and other tiles are moving to re-form the 3 by 3 shape ( with the aircraft in the center tile ).
In the current system, each tile is 24000 x 24000 units.
Using proper fog settings i can hide the new terrain tiles poping at the horizon.
All of this is working great, my only problem is about the texturing:
I wrote a very simple Cg shader for the terrain material. Using the multi uv mixing technique, to avoid the tiling texture effect. The shader is using 2 seamless textures, that are “mixed” in many different scales to avoid any visible tiling.
I’m totaly happy with the results but here is my issue:
Every of the 9 tiles are using that same Material, and between each tiles, the texture seam is visible.
I’m looking for a different approch to texture my 9 tiles in a way that we cannot see any texture seams between tiles.