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What you're finding here is that drawing the line based on your height above/below the boundary gives inconsistent results: in places where the height changes quickly (steep slopes), the outline ends up being very narrow, or even disappearing at some zooms/camera angles. But in places where the height changes gradually, the outline gets thicker, because the ...


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I think the conversion to HSL and back is wasteful if you have no intention of modifying H or S, only the L. ;) So instead I've used a simpler trick below to keep the chromaticity while flipping dark to light and vice versa. I've used a simple & cheap parallax offset that's built into Unity to make use of the heightmap. You can also implement parallax ...


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Eventually, I've resolved my problem using Texture Arrays(using UV.z coordinate as material_ID). My shader:


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