I have a crazy idea here which I need help with on the implementation, more to how would I approach this.
In my scene, I have a landscape terrain with some tessellated snow material applied on it. This material deforms as my character walks on it. Each time the character walks, it projects an alpha texture directly down, which is just a blurred circle on the terrain, and spawns it at the player’s position. This texture tones the tessellation down to 0.
Up to this point it all makes sense, hopefully. Now, since we know that tessellation is a shader which doesn’t work with physical collisions, I have been thinking of a way to “fake it” with different objects which fall on the terrain, using the same technique. BUT, in order to achieve a more precise deformation, what came up to my mind is this: What if I could generate a projection of a 3D object which is above ground, no matter what is his orientation, and use that projection as the mask for the deformation?
So in other words, think of an area light which shines above an object, and for EVERY FRAME -> the objects casts a shadow on a flat surface -> use that shadow as a mask on the tessellated terrain.
If you guys can help me with that OR give me some other way of achieving a snow deformation which works precisely with physical objects, that would be AWESOME. Ideally I would like to achieve a level of preciseness such as in the game “STEEP”, but that’s a dream for now haha.
P.S. I’m sorry if that doesn’t really fit the topic, but I figured it should go under either Rendering or Content Creation