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This gives me freedom in level design and saves work making tiles… tileable. I export the rendered terrain from Blender as a RGBA image but with alpha value set to depth. The custom terrainshader uses the z-channel to draw water in lower areas of the level. Everything is just one big texture. So it’s RGBZ.
Editor: Keep terrain choice when changing layer in TileMap editor ( GH-70601 ). Editor: Fix node preview crashes after updating visual shader node ( GH-71385 ). Editor: Make keyboard shortcuts in tile data editors consistent with tilemap editor ( GH-71517 ). Editor: Move remote debug buttons to a single menu ( GH-70701 ).
Materials and shaders. Auto-tiling in tile maps. Materials and shaders. makes up for it by providing an extremely powerful default material (which supports detail textures, triplanar mapping and other nice features) and an extremely easy-to-use shader language. writing shaders is very easy! GPU particles.
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