As you can see from the screenshot above, I’m going to try to customize a Shader to allow MultiMesh to render different Regions of the same texture, but I don’t really know much about Shaders. i have a merge of Textures right now, with each Tile being 3232, so how do I go about tweaking the Shader so that the multimesh can render different I have a merged Textures, each Tile is 3232.
You’d need some kind of input, like a uniform, to tell the sampler which position to fetch from the texture. Technically, you can use another texture for that, but maybe a custom vertex array is more adequate. It really depends on what exactly you are doing with this.
So you’re trying to do what the TextureAtlas already does, but in a shader?
I can already tell you that it’s not worth it, because godot does not have support for data textures yet, and that means you can’t pass the instancing data in a reasonable way. You do not need to worry about this until you actually hit a performance issue, so maybe by the time that is true then godot will have support for it.
Until then, just use TextureAtlas.