Perfect Tile System - Do you guys want this for the Marketplace?

Zeustiak - No. If you want to use separate hexagon parts, you can use a shader that tiles seamlessly across all the hexagons, so no matter where the hexagon is in space, it tiles appropriately. If you want actual mountains and hills and the ability to change the surface of just a hexagon portion on that mountain or hill, you’d probably need some specialized code to separate the individual hexagons, and then blend between the layers of a layered material setup. I know UE3 landscape had interesting techniques to lessen the impact of multiple layers, but I’m not sure if that kind of efficiency works in realtime.

Nawrot - Ah, yes, I see. There’s really not much that’s special in here, except the glass, scattering, falloff blending, and dual algorithms: those arrangements are pretty cool, but also useless on their own. I can definitely make those pieces modular functions, it’s easy, but it would also be quite useless: it’s only when you combine these features together in the right way that you get an appreciable result. And because of how complicated it is to combine all these different functions together, it just makes a lot more sense to have it all in one system. For instance, the glass scattering by itself will just lower the Mip level of a texture. It will make your texture blurrier. That’s not cool. Make it blurrier via a texture-defined scatter map, slightly more cool. Make it blurrier via texture map and combine it with translucency, then you simulate the effect of frosted and smooth glass over a textured backdrop and cut out the grout from the glass equations, and that’s when it finally looks interesting. I’ll see if I can turn some of my stuff into functions for you, but I will say, they most likely really won’t be very useful on their own.