Cogwheel Chronicles uses a typical 2D height map field to store and regenerate its terrain geometry.
This doesn’t allow such features as caves and crags, so more ‘fakery’ has now been employed with the terrain shaders.
The shaders used specifically for terrain can now also be used for additional model geometry, using the appropriate world positions (rather than geometry UVs).
This allows pre-modeled terrain features to blend seamlessly with the generated height-map based terrain.
It works reasonably well: