Until now I have simply rendered my ground as textured quads, offset in a hex pattern:
I thought it’d be cool to make adjacent tiles join together to form bigger shapes: deserts instead of plots of sand, etc.
Figured if I render hex-meshes instead of quads, I could give those hex-vertices color-key information to use as masks in the shader, for deciding what texture goes where.
And to soften up that unnatural hexagon look I figured I could average the colors on the corners of the hex meshes with the adjacent tiles to create smoother transitions between the “color-keys” / “masks”:
I haven’t tried to add textures back to the mix yet but I started to doubt this approach.
It looks quite washed out. I’m going for pretty defined borders between the different groups of tiles, but without that clearly hexagonal look.
Basically, I’m trying to figure out how can I create masks with shapes like these:
The way i handled this is to actually use square tilemaps that overlap and are offset to hex positions on odd even y index.
There is a skeleton example below that could be extended to do the above although that topic focused on performance. The basic structure lends itself to this topic.
What you see in the image is most likely overlapping hex map with multiple layers were the top layer is mostly transparent with edges that are not. Most likely the selected tile is based on hex sides that connect and the tile used is automatically selected.