I am following this tutorial by devmar: https://www.youtube.com/watch?v=rcsIMlet7Fw to generate infinite terrain by moving a clip mesh centred on the player, and then using a vertex shader (see image) to set the height of each vertex. I am having this strange issue where there is a discontinuity at the edge of the original boundary defined by the clip mesh (see video). The code simply tracks the player and adjusts UV panning parameters in the shader accordingly.
It almost feels like the shader is sampling a completely different noise sample when the clip mesh enters an area outside the original grid.
Any ideas for what might be going wrong? Anyone had any similar issues? Thanks for reading:)
Hi all, today I want to demonstrate an infinite terrain generation technique in Godot 4 (which also works for Godot 3.x of course) that uses a 'wandering' clipmap mesh and UV offsetting to control the projection of the terrain onto said mesh. The ground mesh is 'attached' to the player and moves around the world while the vertex shader that defo...