Give the ground and paths surface detail #83
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elsie/liuverse#83
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Static solids are flat albedo.
Solid::textureis used only by the glTFassets and the emblem atlas, so the ground is one olive color, paths and roads are
flat polygons, and every area decal is a single fill.
The two largest areas on screen have no surface variation at all, and their
polygon edges alias badly at grazing angles and distance.
In-shader is the way in, because a texture per solid would split
SolidKeybatches:
a small tileable detail texture, modulated by slope and height so grass, dirt
and asphalt read differently.
fwidth-based edge fade for ribbon and area decals, so a path edge anti-aliaseswith distance like a painted line instead of stair-stepping.
Related: #16 colours paths by surface and gives this something to vary. #17 and
#41 use the same decal ladder. #89 is what stands on the result.
The ground and the paths are textured. The edges still stair-step.
Grass, gravel and asphalt are painted at startup (
a42169a), the ground samples them with world-projected UVs and takes its normals from the terrain gradient, and the path and area decals pick a tile per area kind. The lit fragment also derives a detail normal from the tile's height field and modulates the albedo with a blurred second sample, which is the noise-octave term in a different shape.What is missing is the second bullet: there is no
fwidth-based edge fade on the ribbon and area decals, so a path edge still stair-steps at a distance and at grazing angles.Closed by the merged batch: #142 (tier1-features) landed this, rebased onto main at
609dcb8.