you’d still have the Landscape for the collision
If you guys look at how snow deformation is done in UE4 you’ll realize you have everything you need. it’s not a mystery how Black Myth -could be- doing it if they’re actually displacing the meshes (could be a very elaborate POM with PDO, which is what TLOU2 does)
- The snow deformation only seems to happen on the Landscape. Static Meshes seem unchanged and their snow is only an up-vector blend with no extra thickness. hence Nanite’s limitations are out of the equation
- Your typical snow deformation procedure is done onto a RenderTarget, which only writes the snow thickness (not the absolute landscape height)
- Draw your Landscape with Virtual Heightfield Mesh using RVT height
- On the material pass after the RVT’s are applied, pass the snow thickness RT as extra WPO. it’s the same as UE4 except it goes into WPO instead of Displacement
- Add enough render subdivisions to the VHM so the snow isn’t low poly. this could kill the VHM performance though