Hello all!
Im working on landscape material optimization and i have UV tiling based on camera disance.
For now i have an alpha 0-1 that representes distance 0-10.000 units, and with that im lerping between two texture samples with landscape coordinates/1 and /100 pluged in UV. Its worked like it shoud be BUT i have 3 texutres (Diffuse/Height, Normals, AO/Rough/Met) so its 6 texutre samples and 3 lerps. What it trying to achive is something like on second image where im lerping UV and not texture samples before plug it to textures, so i need only 3 TS and 1 lerp for all samples. I have 5 layers on my landscape so it would be nice to achive that and cut my textures samples from 30 to 15! The problem is when im trying to lerp coord/1 to coord/100 my textures warping circular like on third image. I cant find anything about UV lerp before texture sample, is it not possible or there some problem with my math?
Found my answer in forums, there not possible to make it cheaper without double sampling.