Building Leyborn’s World: Terrain Textures and Biome Blending Prep


In this update, we’ve implemented the foundation for terrain textures across the region map. This sets us up for biome blending and richer visuals in future iterations.

What’s New

  • Added core terrain textures using a Texture2DArray for efficient GPU-side handling
  • Built a custom HLSL shader targeting URP, giving us full control over tile rendering
  • Structured the groundwork for future texture blending and per-tile variation

Takeaway

This was one of the more complex systems to build. I quickly realized that Shader Graph wouldn’t scale for Leyborn’s needs, so I ditched it in favor of a hand-rolled HLSL solution.

Next Steps

I’ll be integrating our tick system to drive all region simulation in a consistent, deterministic loop—laying the foundation for things like terrain evolution, biome transitions, and time-driven world behavior.