Pictured above is what I am trying to accomplish. I'm projecting a hexagon grid onto some terrain using Unity's blob light projector preset. I'm trying to do this so that if you view the map from directly above, you still have a perfect hex map, even if the terrain has variation on it. It works great, to an extent.
It deforms nicely, but when I try and deform the terrain, it stops projecting across the whole terrain and instead limits it to the blob size.
Leaving me with an incredibly sparse terrain. Since blobs don't support proper tiling, what do I do here? Do I just have the game automatically generate and space out blobs?