TITLE:
Camera Textures: A Study on Terrain Blending in Game Graphics Rendering
AUTHORS:
Xianzhi Hui, Yiyu Deng
KEYWORDS:
Camera Textures, Terrain Blending, Blending Factor, Additional Camera, Real-Time Rendering, Unity Engine
JOURNAL NAME:
Journal of Computer and Communications,
Vol.13 No.7,
July
29,
2025
ABSTRACT: The transitional blending between terrain and objects is a core challenge in enhancing the realism of game scenes. Aiming at the problems of poor universality, reliance on high-configuration devices, and insufficient workflow compatibility in existing technologies, this paper proposes a technical framework for Camera Textures. Inspired by deferred rendering, this framework uniformly stores core lighting channels such as depth, albedo, normal, roughness, metallic, and ambient occlusion in a view-space texture set, constructing a cross-object lighting information sharing mechanism. Through a dynamic calculation algorithm for blending factors, combined with depth-inferred world coordinates and distance metrics, it achieves adaptive blending of geometry and materials. Furthermore, an additional camera system is designed to support pre-baking channel information for complex regions, breaking through the single-viewpoint limitation. Experiments show that this solution achieves terrain blending with low labor costs and high real-time performance in the Unity engine, supports dynamic interactive scenes, and significantly improves cross-platform universality and developer workflow compatibility.