This tutorial walks through creating a terrain shader in Blender and then creating a similar shader Godot that can use the assets you’ve just created in Blender. In addition to just creating the shaders, there is a focus on creating a bridge from your art assets to your game engine so that you can easily transfer your data from one stage of your pipeline to another.
This shader uses a single mask to determine the regions where textures lie which will provide optimal memory usage for game engines.
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0:00 Intro
0:50 Creating a terrain shader in Blender
19:55 Creating the shader in Godot
31:54 Outro
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