Godot Version
4.4.1
Question
Hi Godot experts!
I’m working on a project right now where the player puts down ‘Carcassone-style’ square tiles that connect to each other and have different biomes/features (I’ll call these ‘playables’ to try and distinguish them from tilemap tiles). I’ve set up these playables as separate .tscn assets within Godot which are then instantiated at runtime. Each playable is therefore a scene that contains its own tilemap layer with a 9x9 grid of tilemap tiles; I went with this solution so I could more easily design ‘layouts’ for each playable in the editor.
My ideal is that I’d like the edges of playables with different biomes to blend together visually, so there isn’t a harsh edge between each one when they’re placed in-game. Here’s a quick mockup of what I have (top) and what I would ideally want (bottom):
I’ve been researching for a few days and have found many threads and assets for blending tilemap tiles with a shader, but all of them deal with tiles on the same tilemap, not trying to blend between separate tilemaps. I’m guessing that there is still some kind of shader-based solution for blending tiles across separate tilemaps, but I’m fairly new to Godot and shader coding, so I’m not sure how one would go about doing this.
I’ll add that a potential further complication is how I’ve designed my tilemap tiles for each playable: they use a material shader attached to the tiles that replaces any pure red pixels with a repeating texture (most of the background tiles are just solid red). Different biomes therefore use different material shaders with different textures assigned. I’m not sure how much this will complicate things, but I thought it might be relevant.
So - if anyone has any advice on how I might solve this, it would be very welcome!