I’m looking into the ability to track all players movement on a landscape which would allow me to determine frequently travelled areas of the map. I’m looking to use this information to dynamically change the material in high traffic paths to represent frequent use.
I already have a system in place for foliage which has a presence threshold where the mesh state will change after a player spends x time in its space, however the next step would be to visually effect the ground by making things more muddy/trodden over time and then eventually regrowing into the original material.
Decals are an option, however this is a build up over time, so gradual increase in decal use could get out of hand.
Would it be more efficient to use a grid of trigger volumes which apply and destroy decals under them, or another option? I know vertex painting would give the desired effect but this needs to happen at run time.
Edit: another method would be drawing/painting an alpha mask at runtime which could be used in the landscape material. Is there a way to. achieve that?