It is technically finished in the shader, and allows for >16 texture slots and support metallic/roughness/ao maps (all packed into a single texture and single texture read in the shader) for each texture slot as well.īut saving a terrain with a TextureArray only saves the first texture layer of the texture array, so the texture array needs re-created every time the terrain is loaded into the game or an editor. I’ve been primarily been working on getting the Advanced PBR Terrain material functional.
But I have coincidentally been working on the terrain shaders more this past week, so I will update the git-hub files as soon as I have a chance. The currently available code is the regular PBR Terrain shader that just has normal/alebdo textures and a roughness/metallic float value for each texture slot. The PBR Terrain material should work in its current state for both 3.2 and 3.3, but I have some new improvements coming soon as well.