I’m developing a voxel game and have begun working on a greedy-mesh algorithm to decrease the number of vertices used in each chunk mesh. Since fewer vertices exist, now the UVs are being stretched.
Since varying portions of the chunk mesh have different levels of UV-stretching, I can’t simply have the tile texture repeat x-amount of times across the board. From what I’ve read, my only solution to this is to create the shader myself.
Here’s essentially what I want the end product to result in:
In addition, the texture map has over 10,000 unique texture tiles on it. In some way, I have to tell the shader to use its given UV coordinates, and then repeat the said texture based on- I imagine world space?
I hope someone will be able to help me out! Let me know if any other information is needed. Thank you!