- Edited
This terrain shader is based on the method that's already been used in the BGE, whereas you separate the vertex color map into its individual channels using nodes and then using them as masks to blend textures togetherI'll let the image explain things better (and yes, the part on the right is straight out of Godot's viewport).[url=http://theorysend.com/uploads/c21f29b57bbea0780a00324242a7f31c1301e17b][img width=760 height=380]http://theorysend.com/uploads/c21f29b57bbea0780a00324242a7f31c1301e17b[/img][/url]Along with that, I have provided a supplementary project file so you can use and adapt the shader for your own projecthttp://www.mediafire.com/download/3mucchbbonshdbz/Terrain%282%29.zipKeep in mind though that the textures here are larger than what you usually use in a game, that would be the result of me quickly slapping the example together and using textures I would otherwise use for 3D rendering (but it should be quite easy to replace the textures with your own).In part, this is a response to the initial attempts to create 3D games with terrains inside of Godot, this should help improve them significantly (by giving them the expected variation in texture) and this shader can be applied to any mesh with vertex colors.