One Shader, One Mesh, One Island

This is one shader on a flat mesh. No hand-painted terrain, no tile maps. Just math. Here's how it works. Polygon Regions (water, meadow) │ ▼ ┌─────────────────┐ │ GPU SDF Baking │ Each polygon → SubViewport → signed distance field └────────┬────────┘ ▼ ┌─────────────────┐ │ Pack into RGBA │ R,G,B = water regions │ A = meadow └────────┬────────┘ ▼ ┌─────────────────┐ │ Zone Blending │ SDF distance…