The easiest way to accomplish runtime painting of splat maps, in order to dynamically change the blending of textures in-game, is to use vertex colors and then in a shader, get the interpolation alpha amount from the vertex color channel.
Not only it’s easy to implement, it’s also very cheap, performance wise.
But there’s a big downside, it’s dependent on the mesh density, which may produce triangulation artifacts.
Notice that this is not the same as a splat map, there’s actually no splat map involved, it just simulates splat maps.
My intention in order to make this, is because I wanted to simulate dirt being added to a car, and then the dirt can progressively fade out or even be remove by the player, by “washing” the car.
- In-game vertex painting with Unreal Engine (Wash Car Effect) (July 30, 2022 13:49)
- In-game vertex painting with Godot Engine (Wash Car Effect) (July 30, 2022 18:06)
- Unreal Engine