[Low poly] Procedural mesh colors
I have a procedural terrain generated in C++ in a game that use the low poly style. I'm currently working on biomes implementation, and I have a little issue :
Each vertex of the terrain has a FColor depending on what biome it is located, but sometimes, the color of generated triangle is a gradient between different colors of his 3 vertices. I'd like the color of the triangle to be uniform without gradients.
So, I have this :
And I want this (like the great Astroneer do) :
How can I do this without duplicate the vertices of each triangles ? Do I need to write a custom shader ? Or do some Blueprint manipulations on the terrain material ?
Thanks for the help :)
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