cybereality Initially I was thinking of infinite heightmap terrain that goes on as you explore, possibly limited but at least very large island. I kinda gave up that idea upon realizing that using a noise texture is finite, since unlike Blender Godot bakes it into an image thus it gets repetitive after a while: Only way it's infinite and unique is by using GDscript which lets you read noise values at any location without boundaries. There's probably a custom shader to generate truly infinite noise directly from it but I didn't look that much.
Biggest reason I wanted to try shader modified heightmaps is the ability to better correlate the mesh with the textures. Like say having a dirt road which also digs into the surface by decreasing the height. I could just use a blend of the two methods, where the vertex shader only does small offsets which don't need to modify the collision, not sure how that would work out.
Still it would be good to know: If you have a noise texture image resource, does GDScript allow you to read its pixel values at a certain global position? I believe I bumped into a guide on that but it said it was for exr images only, I imagine there's a way for the procedural noise too. The shader does many modifications however so they still wouldn't line up properly.