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Migrating away from UDK and trying to understand terrain shaders

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I'm migrating away from UDK and one important part of my workflow was this: http://udn.epicgames.com/Three/TerrainAdvancedTextures.html


I use World Machine to create a big diffuse, lay that on top of my terrain, and then i use a splatmap and the detail textures to make up-close detail better and not washed out. However, i have no idea how to do this in GLSL. Can anyone point me to some articles or books on the subject? Maybe even some examples on shadertoy and the likes? I'm migrating to Urho3D, btw.


Another similar workflow: http://unigine.com/en/articles/procedural-content-generation2


In Urho's default terrain, it seems that there's no way to create a base diffuse for the terrain. Also, there's a limit of 4 textures, without support for normal or speculars.

Edited by vinnyvicious

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