Each vertex can be assigned color. You can then use that color information as mask to blend between tiling textures - this is what term vertex color blend stands for :)
jedenjenda23
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It is quite simple - terrain is 3D mesh made in blender, material uses vertex blend and paralax.
Materials in most of the scene actually uses vertex blend, only couple of props have unique textures. For lighting there are couple of spot lights instead of one sun light.
Fog is combination of distance fog and planes with fog material that uses mask and tiling noise to add movement - volumetric fog was too costly :)
thank you for those kind words, I am glad you like it! One of the biggest bottlenecks is currently voxel GI(GI generaly) and post process effects (SSSIL and SSAO similar performance wise in my case, so I chose SSIL for bigger visual impact). I also was not able to bake the lighting - i think my old GPU simply run out of memory during process..