(12-06-2018, 06:52 AM)ambros489 Wrote: How did you manage to do that? I've been trying to put textures on the ground meshes, but those with the "null" texture keep giving me problems on the outside maps.
I disassembled the fragment shader used.
Here's a simplified result for the "light grass/path" mesh:
The real shader formula is a little more complicated, the value is multiplied with the vertex color value and alpha, and with the lower value between the cloud shadow value (another texture used) and the shadow from the buildings and other objects (a depth map generated in a first pass).
Edit: corrected a mistake in the formula