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Pictured above is what I am trying to accomplish. I'm projecting a hexagon grid onto some terrain using Unity's blob light projector preset. I'm trying to do this so that if you view the map from directly above, you still have a perfect hex map, even if the terrain has variation on it. It works great, to an extent.
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It deforms nicely, but when I try and deform the terrain, it stops projecting across the whole terrain and instead limits it to the blob size.
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Leaving me with an incredibly sparse terrain. Since blobs don't support proper tiling, what do I do here? Do I just have the game automatically generate and space out blobs?