no, look,
The material i created has 1 foot on the left and 1 foot on the right. I don’t remember how the material works exactly but it’s about working like some modulo system with a smooth progressive move from bottom to top
Thats why i think the more easy stuff is to rely on a big large rectangular texture that covers the whole map .Up to the game maker to make a map that doesn’t waste space
We tried something like that before : it was about finding the closest vertex from the ray hit point on a baked floor texture. Problem with this , is that, a tiny little variation in the information in the vertex makes your WHOLE (not a point shader like in materials) character twinkle like a star. And everyone knows how much noise there’s in a baked texture. Horrible ! Ofc, it’s possible to use fake floor with high blurred texture
So after that, i tried with a light probe system. Storing information into a matrix after vertex color baking
But just like with the Ray stuff … it applies to the whole mesh … so it’s not good, pixel-point in Materials is far superior
So, at the end of the day, if i combine what i’ve done in the other thread with the stuff here, i think it would be pretty neat … just have to accept that the map gonna have to be limited in the X,Y space and not too many “Z floors”