Previous memory 0.550MB -> 491.3MB ( splatmap removed )
Result
By separating the splatmap's functions by purpose, the overall terrain shader's sampling cost was reduced.
- Tiling repetition removal → replaced with Plane
- Region boundary blending → only where needed, with Alpha Decal
- Simple tone correction / AO-style color variation → moved to Vertex Color
- Changed from a structure where the entire floor always paid splatmap sampling cost to one that pays the cost only where needed
This work was not about changing visual quality much — the intent was to preserve the existing expression while cutting the terrain shader's fixed sampling cost.














