Supposedly in a scenario there are, among other things, a tarmac strip and a meadow. The tarmac has an asphalt texture and its model is a triangle strip long that might bifurcate at some point into other tinier strips, and suppose that the meadow is covered with grass.
What can be done to make the two graphical entities seem less cut out from a photo and just pasted one on top of the other at the edges? To better understand the problem, picture a strip of asphalt and a plane covered with grass. The grass texture should also "enter" the tarmac strip a little bit at the edges (i.e. feathering effect).
My ideas involve two approaches:
- put two textures on the tarmac entity, but that involves a serious restriction in how the strip is modeled and its texture coordinates are mapped
- try and apply a post-processing filter that mimics a bloom effect where "grass" is used instead of light. This could be a terrible failure to achieve correct results.
So, is there a better or at least a more obvious way that's widely used in the game dev industry?
This is a conceptual question, I do not require a specific shading language or framework. In real life, I use Cg with Ogre for rendering experiments. If I supply two textures and two different texture coordinate sets for the tarmac entity, I can analyze the second texture coordinate set in the fragment shader and do some blending depending on the .y component of the uv pair, but that requires the artist to hand-craft every asphalt/tarmac runway in the scenario and it looked to me that this is probably the wrong way to tackle the issue.