Introduction sale at 7USD! Will Increase to 15 after next big update.
What this module does is allows you to use up to 16 detail textures that are alpha mask blended over your existing terrain textures. This allows you to add small details to your terrain such as leaves, small rocks, moss, mud.ect or just add a aditional simple texture that you can’t justify replaceing one of you’re main 16 splat textures for. The Detail textures placement are stored is a control map inspired by megasplat and uses a similar approach. This limits you to only one detail texture per-pixel on the control map, but because of this approuch it is fast to sample and allows me to store additional data. Each pixel store’s height and range restrictions allowing you to paint height and angle restrictions that blend with the alpha mask per-pixel. This lets you effectivly paint detail textures only within certain height or angle ranges of the base splatmap textures.
Yes! There is a special painter that comes with the asset. Because the data is stored in an un-conventual manner compared to splats it is required to work with a special too to paint them. Currently everything has to manually painted. There are plans to release a basic procedural tool to help jump start the process for large terrains in the future.
Technically there is no decals, I call them “details” to avoid confusion, but I sometimes catch myself referring to it as decals
There is no current built in tool for run time modification. The data is stored in a texture so all you would need to do is modify the pixels at run time. I intent to through in a few methods to make run time painting simpler. This is super simple and if the asset gets released before that change is updated I can send you a quick fix for it.
Blood is a really cool idea that I thought about but haven’t tried with this yet. It may or may work well depending on how you intend to use it or how the textures are setup. If your intent to use it for smooth puddles with flow (like how dying light does their blood puddles) then this probably is not what you need. If you want blood that would be random splotches or make trails for injured characters then this could potentially work.
Well developing this there are allot of features or blending methods I had to cut because although they worked well, it did not make sense have all the extra overhead in code for one feature that would only be used on one out of 16 textures (if the user even desired so). With that being said I’m willing to work with people who find they are in need of a special case for their project. As most of these I assume would end up mainly being related to blending which is simple to change. If it turns out that you desire blood and it turns out this doesn’t quite work out then I’m more than willing to work with you to figure out what could be done to make it work for you.
I would say it would probably be easier and more feasible to go with decals by them selves or use a projector, unless you are thinking of having trails of blood that last very long periods for hunting…or you just want a blood bath of a game and want to soak all your enemy’s and leave the stained reminders of you’re battle for the duration of the play…then this could probably work.
But if that be the case you would have to either not use the details for the terrain because adding new blood would blend out terrain details, or we could add a second layer in. I can’t say how the performance would be compared to doing it that way vs details or a projector would fair. If you’re goal was to drench everything then I could safely assume it would probably be faster that using as many decals or projectors it would need to accomplish that.
I would say when it is released, before you consider purchasing you should send me a PM and we can go over more specifics if you want to decide if this would work for you. I will gladly accept your money but there really is no need for you to purchase something if it is not gonna suit your needs.
I don’t have any experience with networking in Unity. I would assume if you wanted to make run time changes to sync over a network then you would probably have the server send a event with a pixel coordinate and value change,and every client would have there own texture modified on there side from the server event.