Same patches you painted. Every blob your engine asks for.
Body fill, edge strip, corner squares, edge cap, bottom edge. Each is a tiny grid you author in the same pixel editor.
Bayer ordered-dither seam blending stitches your patches into every 8-neighbour terrain variant. Variation slider sprinkles palette-neighbour noise to break repetition.
Source tilesheet PNG (7×7, full 47-blob set), Showcase pack PNG (5 demo shapes), JSON metadata, and a ZIP bundle. Godot 4 Terrain + Unity RuleTile flows documented step-by-step.
Rendered live from the same generator the editor uses. The engine bakes four patches — body, edge, outer corner, inner corner — into the full terrain set below (every 8-neighbour combination). Edge cap and bottom edge are preview-only: they ship alongside, not inside, the tileset.