Hi guys,
I would like to capture the BaseColor (also World Normals, but that's something for later) of my terrain to be used to tint my grass. So basically, that the terrains texture is directing the color of the grass.
With this post I would like to ask you, what your approach would be.
I am pretty new to this whole stuff, but this is what my current attempt looked like:
First, I've created a orthogonal camera and have set all the necessary stuff to match my terrain so that only my terrain get rendered.
As an output I have set a render texture and thought, well, there might be an option to capture only the BaseColors.
Well, there wasn't, but then I've found the feature called Custom Passes. And this is the moment, I am kind of lost.
I create the custom pass volume and set the mode from global to camera. After choosing the right camera, I've created a Fullscreen Custom Pass and there is a field to insert a shader to inject something. So when I understand it correctly:
The camera is doing it's thing - rendering the whole scene from above.
This get rendered to a render texture.
Between these two, the custom pass , a shader, get injected and modifies what is rendered to the render texture.
This shader just outputs the BaseColor.
Is this correct so far?
Thanks for helping 🙂