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The graphics backend rewrite took a while. I export the rendered terrain from Blender as a RGBA image but with alpha value set to depth. The custom terrain shader uses the z-channel to draw water in lower areas of the level. However, the situation is now good. So it’s RGBZ.
Since the last post I’ve been working on the terrain’s vegetation. This is mostly caused by the state changes done between the draw calls (such as switching to a different Material), which causes resource-intensive validation and translation steps in the graphics driver. It was easy to set up and on low cost.
It parses your code and automatically understands what you are trying to do (such as writing to alpha for transparency, reading from screen, etc.) This new implementation is based on Tiled Editor 's Terrains and is fully compatible with previous TileSets. In Godot 3.0, writing shaders is very easy! WebAssembly and WebGL 2.0
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