I'm building a farming sim, and am trying to simulate soil quality as a part of the simulation. If soil quality is a scalar over the 2d surface of the terrain, it seems to me that I should be able to represent it just as an invisible B/W texture, with each pixel representing the soil quality at a given location. The soil quality should effect how well plants grow, and should change as a function of time and user input, so I also need to be able to query and change the values of this texture every frame. Is this something I can do in Unity? Where should I start trying to implement this?
question from:https://stackoverflow.com/questions/65856955/queriable-dynamic-textures-in-unity