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First you have to get all the textures used for whole terrain. From those you can get the texture you want to modify or change. Use TerrainData.splatPrototypesto get textures. Then change the color properties to give it a darker look or change the texture.


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Edge effects are generally produced by using multiple surface materials (texture sets) and blending between them with hand-painted or generated edge textures. Note that these materials only exist in the artist's workflow, as they're rendered to a single set of textures for the game. Textures that may contain edge information are curvature maps and ambient ...


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Certainly when there is some kind of 'finish' worn off of a surface the albedo/diffuse texture changes, but what is also important is, as you note, the specular highlight as well as any glossiness or reflectivity. This is normally done with a grey-scale texture used as a mask to make the worn off sections look matte while the pristine areas remain glossy.


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It turns out that the cube map texture has to be EXACTLY square or OpenGL will break, and for some reason it doesn't throw an error when I do this, so I don't really know if this is a SOIL error or OpenGL error... EDIT: I used a different library to load textures and it seems that the texture still is black when its is not perfectly square.


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Try changing the image using setDrawable() method: loading.setDrawable(new TextureRegionDrawable(new TextureRegion(new Texture("90.png")));


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There are two main ways that you can approach this: Use a shader, which will take advantage of the GPU and generally be the most efficient solution all around. You would do this by creating a material that points to a shader and using Graphics.Blit to write to your destination texture using the shader. Use Texture2D.ReadPixels to read the array of pixels ...


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is it possible to render to a texture? In that case you could use a shader to combine the textures, then use the composite texture.


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You can not Sample a texture in vertex shader with regular sampling. You should use SampleLevel and sample a specific mip level of the texture with it. This is because you don't have screen space derivatives (ddx and ddy) in the vertex shader. In the pixel shader those are used to determine the mip level. You can also use texture.Load.


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I'd suggest you give your actor (I suppose you use Scene2D) a bigger size, than your Image. If you dont use Scene2D I recommend that you watch into it, because that would is the best way I can imagine to do such a game. But as a final answer on your question: add transparency to your Image at the border. (which would go quite easy for once, but changing it ...


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There are 2 things that I think might make this run faster: 1) Limit the number of images you're attempting to send (e.g. the FPS) (Unity is single threaded, so everything you do has an impact on performance) 2) Make the resulting JPG smaller by scaling the image before Base64 encoding it There are a number of ways to reduce the frame rate, but possibly ...



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