I finally fixed the poles turned out i had my textures messed up and frozen water eg ice should also float ontop of the ocean ofc (: I also improved upon the water shader by reading depth and reconstructing the y pos difference from it
I finally fixed the poles turned out i had my textures messed up and frozen water eg ice should also float ontop of the ocean ofc (: I also improved upon the water shader by reading depth and reconstructing the y pos difference from it
improved the world generation with more interesting terrain with more variaty (stacked noise, different noise types, …) also imrpoved my simulation of humidity and made it get way colder towards poles, finally finished all the textures for the bioms and added a little water shader. Added camera movement and zooming to boot. thats it i belive, cyu in the next one
the biomes are pretty much done, however i still got work to do regarding the biome simulation since what should be the poles is currently not ice biome but tundra in my generator (:
Applying texture based on biome information (saved in uv’s so that we can still use srp batcher)
have been spending some time on implementing my first attempt on landscape. landed on hex tiles since they are the easiest to simulate since movement in all 6 directions is the same distance and now spent some time visualizing the generated hex map
I’ve finally finished the outline shader which is now looking a little bit unorganized but thats ok (: Also got some headache from the transparent rendering pass hogging my rendering textures since i didnt specifically declare which pass wants them which took quite a long while to figure out
Highlight color is now detected based on sampling surrounding pixels and choosing closest based on death, also experimenting with light on outlines
added a custom cell shader that can also use textures (black and white) to blend between colors and uses either only one color or textures based on shader keywords
I’ve been working on a pixel perfect outline for this nice pixelized look and also shaded it according to surrounding colors instead of just black, it is based on a custom id texture and normals because i believe this is more reliable than just depth data. next up is cell shading