Adding RVT Height to UV x/y to make the texture "crawl up" on placed meshes. This method requires no additional texture samples, and allows blending at any angle.
Using RVT Height for world position offset, we can transform vertices to make debris meshes sit flush with the terrain.
In this Feature Highlight, I'm presenting a high level overview of Runtime Virtual Textures - how and why we use them, and some of the additional tricks and benefits that come with my implementation.
Warhammer 40.000: Speed Freeks is a combat racing game themed around Orks.
Speed Freeks is made by Caged Element. Environment/vehicle art shown contains art and set dressing by:
https://www.artstation.com/alltradesjack/
https://www.artstation.com/davidebeercock/
https://www.artstation.com/naroy/
https://www.artstation.com/downplusb/
Much of the RVT tech is inspired by a 2018 GCD presentation about terrain rendering for Far Cry 5.
I highly recommend checking it out if you're interested.
https://gdcvault.com/play/1025480/Terrain-Rendering-in-Far-Cry