Search Unity

  1. Megacity Metro Demo now available. Download now.
    Dismiss Notice
  2. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

CTS - Complete Terrain Shader - Deprecated

Discussion in 'Assets and Asset Store' started by AdamGoodrich, Jun 19, 2017.

  1. AdamGoodrich

    AdamGoodrich

    Joined:
    Feb 12, 2013
    Posts:
    3,780
    I am very proud to announce the launch of CTS - The Complete Terrain Shader - a collaboration between @NatureManufacture and @AdamGoodrich (Procedural Worlds)





    It's a new terrain shader with a focus on Speed, Power and most importantly, Usability!

    Key features:
    • 16 textures 1 pass - fast;
    • PBR terrain - beautiful looking terrain;
    • Standard work flow - compatible & easy;
    • UV Mixing - removes tiling;
    • Detail Mixing - adds interest & reduces tiling;
    • Geological Layering - adds interest;
    • Detail Mixing - adds interest & reduces tiling;
    • ColorMaps - additional terrain texturing;
    • Cutouts - height and mask based;
    • GrassMaps - additional texturing from grass cover;
    • Dynamic Snow Cover - with a slider;
    • Dynamic Water Cover - with a slider;
    • Height Blending - relative texture blends;
    • Basic, Advanced & Tesselation variants;
    • Ambient Occlusion - realistic shadows;
    • Profile Based - similar to Unity Post FX;
    • Texture Library - 48 quality sets, 20 helpers;
    • Substance Support - save time on exports;
    • Seasons & Weather - Rain, Snow & Seasonal variation, easily integrated;
    • Gaia integration - Gaia compatible plus libraries;
    • World Manager integration - Control CTS from World Manager;
    • Weather integrations - Enviro, Tenkoku, UniStorm, WeatherMaker, Genesis;
    • Sample swamp and landcape scenes included, excluding 3D models;
    • VR Compatible;

    Per Texture Control of:
    • Albedo, Normal, Height, Ambient Occlusion, Smoothness, Roughness;
    • Near and far tiling - reduces tiling;
    • Tinting - matching & seasonal variation;
    • Brightness - texture matching;
    • Smoothness - reflection & wetness;
    • Height blending - relative texture heights;
    • Height depth - relative texture depth;
    • Triplanar - no more terrible cliffs;
    • Detail strength - use it as needed;
    • Geo strength - use it as needed;
    • Snow amount - control snow cover;
    • Snow / Water - angle, height, hardness;
    • Snow / Water tint - vary color by usage;

    Hardware support:
    - Shader model 3.5+ (basic + advanced);
    - Shader model 4.6+ (tesselation);
    - Direct X 11 / 12;
    - Open GL ES 3.0;
    - WebGL 2.0;
    - Metal;

    Shaders are limited by texture array support, and consequently do not support DX9, OpenGLES 2.0 or Web GL1.0.

    Roadmap:
    • Weather update - per texture tint and wetness
    • POM - fake tessellation (will depend on performance hit)
    • Water & Snow at same time (currently mutually exclusive)
    • Water Wetness - wet patch above your water
    • Snow glitter
    • Mesh blending support

    Support:

    For support go to https://proceduralworlds.freshdesk.com/support/home. These request are tracked and most responses happen within 24 hours. There is also a knowledge base on the support system so chances are your question has already been answered.
     
    Last edited: Oct 4, 2017
  2. AdamGoodrich

    AdamGoodrich

    Joined:
    Feb 12, 2013
    Posts:
    3,780
    Here is a range of images of environments created with CTS.

    cts10.jpg

    cts8.jpg

    Grab 20170607220551 w1920h1029 x-515y76z760r115.jpg

    Grab 20170523122508 w1920h1029 x-966y62z-390r97.jpg

    Grab 20170619080905 w1920h1029 x-275y111z242r306.jpg
     
    Last edited: Jun 19, 2017
  3. LennartJohansen

    LennartJohansen

    Joined:
    Dec 1, 2014
    Posts:
    2,394
    Looks great :)
     
    Kojote, mattis89, S4G4N and 2 others like this.
  4. GuinUK

    GuinUK

    Joined:
    Feb 27, 2017
    Posts:
    44
    Hey guys,

    Can't wait for this to go live. That video looks incredible.

    Really interested in the snow aspect of this - any more screenies?
    The polar bear scene looks real!
     
    Last edited: Jun 19, 2017
    TheSeawolf, S4G4N and AdamGoodrich like this.
  5. AdamGoodrich

    AdamGoodrich

    Joined:
    Feb 12, 2013
    Posts:
    3,780
    A bunch more coming really soon!
     
    Mark_01, S4G4N and GuinUK like this.
  6. S4G4N

    S4G4N

    Joined:
    Mar 13, 2013
    Posts:
    3,213
    Another @AdamGoodrich production that is going to take the Unity Asset Store by storm and become a must have asset
     
  7. RonnyDance

    RonnyDance

    Joined:
    Aug 17, 2015
    Posts:
    557
    I am really looking forward for this and hoping for screenshots / videos which show the Editor options. Specially the Tesselation / Height Blending and Snow / Rain options to compare the usability with other assets like RTP. Because the setup and options with an excellent usability needs to be the gamechanger when using this asset.

    And as a future request:
    1.A fast and automatic selectable Geometry Blending for objects spawned on a Terrain would be really awesome.
    2. Puddles / Droplets effect for more dynamic water effects? Perhaps thats already included?

    Good work guys! Looking forward for more info.
    Ronny
     
    Last edited: Jun 19, 2017
  8. trilobyteme

    trilobyteme

    Joined:
    Nov 18, 2016
    Posts:
    309
    Man, that looks really amazing - can't wait to check it out!
     
    AdamGoodrich and S4G4N like this.
  9. AdamGoodrich

    AdamGoodrich

    Joined:
    Feb 12, 2013
    Posts:
    3,780
    The video's are coming together now. The universal feedback we have received is that people love it's usability!
     
    Goodgulf, S4G4N, Mark_01 and 2 others like this.
  10. chingwa

    chingwa

    Joined:
    Dec 4, 2009
    Posts:
    3,789
    This is looking very interesting. Congrats! :)
    Here are some questions for you...

    Is there an overall color map option that can be transitioned to for distant terrain rendering? Being able to blend at a set distance to a single texture covering the whole terrain with it's own Albedo/Spec/Normal would be awesome.

    How are splatted textures drawn into the terrain? Can you use the standard unity terrain texture editing tools? Can you use your own custom authored splat map too/instead?
     
    AdamGoodrich likes this.
  11. Olander

    Olander

    Joined:
    Sep 13, 2014
    Posts:
    405
    And another top 10 product from the house of Goodrich. Looking awesome. :)
     
    JamesArndt, S4G4N and AdamGoodrich like this.
  12. AdamGoodrich

    AdamGoodrich

    Joined:
    Feb 12, 2013
    Posts:
    3,780
    Not yet - we discussed it but decided that six months of collaborative effort for the first release, and a road-map for things we would like to add - as influenced by customer feedback - was a pretty good start :)

    We originally got the bones of 256 texture support working but then when you started to dig into customised splatting, and all the other nuances we decided it was over kill. The majority of the images above are standard 4 texture Gaia terrains. The mixing, snow, geo etc is what adds the interest, and even 16 textures is a lot of textures!

    In the end we made a decision to support compatibility and well known work flow over having more textures. People know how to paint terrain, it's 100% compatible with other painting tools (e.g. Gaia or your terrain tool of choice), and it will just work with no integration or modification required.
     
    Last edited: Jun 20, 2017
    S4G4N, chingwa, Mark_01 and 1 other person like this.
  13. chingwa

    chingwa

    Joined:
    Dec 4, 2009
    Posts:
    3,789
    That's definitely wise. Despite how amazing a 256 texture (or hell, even 64 texture) system would be... ease of use and compatibility are not factors to sneer at.
     
    AdamGoodrich and S4G4N like this.
  14. Adam-Bailey

    Adam-Bailey

    Joined:
    Feb 17, 2015
    Posts:
    232
    Looks fantastic!
     
    S4G4N and AdamGoodrich like this.
  15. blitzvb

    blitzvb

    Joined:
    Mar 20, 2015
    Posts:
    284
    it looks incredible! I cannot wait to get it.

    - is the swamp water using CTS ?
    - Also did you Super Sampled your video or is it as is?
    - do you include the swamp scene in the asset package?
    - can you post a screenshot from farther away from the top (2.5d like)?
     
    Last edited: Jun 20, 2017
    S4G4N likes this.
  16. Hitch42

    Hitch42

    Joined:
    May 12, 2015
    Posts:
    98
    Videos where you use this shader to create a scene would be great. Your practical example videos of you using Gaia and GeNa are what sold me on them.
     
  17. AdamGoodrich

    AdamGoodrich

    Joined:
    Feb 12, 2013
    Posts:
    3,780
    Yep - they are in the process of being made :)
     
  18. AdamGoodrich

    AdamGoodrich

    Joined:
    Feb 12, 2013
    Posts:
    3,780
    Yes - however it is just a texture - looks cool eh! We have some more cool ideas for water which will be explored in a future release.

    As is.

    Yes, minus the 3d models.

    We will do many more shots - these are being put together now.
     
    TeagansDad, S4G4N and blitzvb like this.
  19. JBT27

    JBT27

    Joined:
    Jul 13, 2016
    Posts:
    197
    This looks good, and long overdue as a terrain shader. Those that exist are either overcomplex and hit and miss whether they work, or a bit too simple, and don't deliver on the control. I'm hoping this will do it for me - get tired of throwing money at poor solutions. Good luck with it. Oh, and triplanar mapping - nice one; on terrains, it's a no-brainer.
     
    AdamGoodrich and S4G4N like this.
  20. NatureManufacture

    NatureManufacture

    Joined:
    May 20, 2014
    Posts:
    2,023
    Dynamic Nature Starter will be compatible and will do it for you:)
     
    Mark_01, TeagansDad and S4G4N like this.
  21. RonnyDance

    RonnyDance

    Joined:
    Aug 17, 2015
    Posts:
    557
    Hey dude :)
    Will do what exactly? Geometry Blending or dynamic water effects like puddles and dropplets?
     
    S4G4N likes this.
  22. AlwaysBaroque

    AlwaysBaroque

    Joined:
    Dec 20, 2014
    Posts:
    33
    Amazing video, outstanding, If I'm reading it right then I should be able to just replace the standard terrain shader with CTS, paint with whatever tools I choose and the shader will take care of the rest. I work mainly with real world height data overlayed with satellite imagery, when I paint textures it's with low weight, just to add detail close up. The idea of a colour map does appeal, I currently use TerrainImporter , it's yet unreleased V2 allows me to import satellite images into the last texture prototype with a user specified weight and should I hope still work with CTS?, What sort of speed increase should we expect with CTS / does it use fewer setpass calls than the standard terrain shader.

    Looks like you have followed the KISS :))Keep It Simple Stupid :)) principle and that will be greatly appreciated.
     
    AdamGoodrich and S4G4N like this.
  23. S4G4N

    S4G4N

    Joined:
    Mar 13, 2013
    Posts:
    3,213
    From own testing and screenshare sessions with @AdamGoodrich on Skype, CTS is going the same route as Gaia & GeNa as you have described (KISS) but with HUGE power and functionality for those what want to dig deeper using the huge selection of fields and sliders to customize the outcome as you see fit.
    Things like visible tiling is a thing of the past. CTS is a high performing, simple to use Terrain Shader Solution that is going to make each user an immediate fan.
     
  24. NatureManufacture

    NatureManufacture

    Joined:
    May 20, 2014
    Posts:
    2,023
    Geometry blend rest is cts case. We will add step by step new features into cts.
    ATM I must finish demo with snow so im really overloaded:)
     
    Last edited: Jun 20, 2017
  25. smada-luap

    smada-luap

    Joined:
    Aug 22, 2013
    Posts:
    945
    One for me to keep my eye on :)
     
    S4G4N likes this.
  26. NatureManufacture

    NatureManufacture

    Joined:
    May 20, 2014
    Posts:
    2,023
    Btw Adam didn't mention yet that 48 texture sets (192 maps: albedo, smooothnes, normal, ao, height) and 15 additional textures ( geological maps, noise) are included in the shader pack.
     
  27. S4G4N

    S4G4N

    Joined:
    Mar 13, 2013
    Posts:
    3,213
    Going to be an epic release man :)
     
  28. smada-luap

    smada-luap

    Joined:
    Aug 22, 2013
    Posts:
    945
    That might be worth the price in its own right :D
     
    S4G4N likes this.
  29. S4G4N

    S4G4N

    Joined:
    Mar 13, 2013
    Posts:
    3,213
    Well, like with Gaia that comes with a HUGE selection of sample assets to give the user the best out of the box experience, this package is then following in same footsteps to again have a fully usable and value for many solution all in one.

    Very nice surprise and addition for sure.
     
    DesertRaven and GuinUK like this.
  30. b4c5p4c3

    b4c5p4c3

    Joined:
    Jan 4, 2013
    Posts:
    537
    It looks very cool
     
  31. AdamGoodrich

    AdamGoodrich

    Joined:
    Feb 12, 2013
    Posts:
    3,780
    I forgot the amazing texture library...
    • Texture Library - 48 texture sets & 20 helpers (geological maps, noise, detail)
    And last night I scripted up a very very cool feature!
    • Seasons & Weather - Integrate with your weather - snow, wetness, seasonal variation


    Here is a little sneak preview of the weather integration in action. I have already been hammered by my beta group, so please don't get hung up on the scene - its a 'concept' and has been broken every way possible while I am testing :)

    What the runtime controller does is allow you to control snow and rain at run time... so if you have a weather system you can update the terrain in real time.. and I have to say its a super cool feature.

    The other thing it does is lerp the tint that is applied to your textures by season... so you can take the same terrain and give it a dry summer look compared wet spring look and so on.

    This will allow you to very easily modify your terrain in response to season and weather - Enviro will be supporting this, and so will Genesis weather (free) by @Olander.

    Perhaps we can also get integrations going with Tenkoku's weather system as well... @chingwa ? :)

    UniStorm is be another popular system as well. We will reach out after release to facilitate this.
     
    Last edited: Jun 21, 2017
  32. blackbird

    blackbird

    Joined:
    Aug 9, 2011
    Posts:
    591
    i have only one wish which is please make it compatible with unity 5.4 (unity on consoles still far behind)
     
  33. RobsonFMaciel

    RobsonFMaciel

    Joined:
    Jan 12, 2013
    Posts:
    187
    Before, sorry for my English. Hehe
    How beautiful @AdamGoodrich, this seems too beautiful. I'm looking forward to the release. I have some questions.
    1-I saw that it will support the Enviro, but I have enviro games and another with UniStorm, will it integrate with them?
    2- Do you have the intention to create some more beautiful "water", like Aquas?
    3- And Gaia 2.0, will be out soon (hahahaha)?

    And thank you for the great Assets. With them many like me working alone can create their own games. Thank you.
     
    S4G4N and AdamGoodrich like this.
  34. AdamGoodrich

    AdamGoodrich

    Joined:
    Feb 12, 2013
    Posts:
    3,780
    Unfortunately no. We use texture arrays which were only introduced in Unity 5.5.

    All authors are welcome to do integrations, and we will happily work with them post release to speed this up.

    Not at the moment - we are a terrain shader - the water effect in the swamp demo is actually just a texture, but not animated like aquas. Perhaps we will consider this a little later if people want it.

    Yes... I have put a lot of time into CTS and as a result Gaia will take a little longer - but Gaia and CTS together will be pretty magical :)
     
    JBT27, GuinUK, Mark_01 and 1 other person like this.
  35. PiterQ70

    PiterQ70

    Joined:
    Mar 3, 2015
    Posts:
    82
    What about Dynamic Nature Starter ? CTS will be difrent asset? Or what?
     
  36. AdamGoodrich

    AdamGoodrich

    Joined:
    Feb 12, 2013
    Posts:
    3,780
    Yes it is a different asset. @NatureManufacture can provide more details.
     
  37. PiterQ70

    PiterQ70

    Joined:
    Mar 3, 2015
    Posts:
    82
    Okay. I'm now little bit confused :) Can you explain difrences between this two assets. What one have that second doesn't have.
     
  38. AdamGoodrich

    AdamGoodrich

    Joined:
    Feb 12, 2013
    Posts:
    3,780
    You can ask @NatureManufacture. Dynamic Nature is his asset and he is best person to answer that. He will be online in another 5 hours or so.
     
  39. PiterQ70

    PiterQ70

    Joined:
    Mar 3, 2015
    Posts:
    82
    Last question for you. I have UniStorm weather system. I read you plan make integration with this? Yes?
     
  40. Olander

    Olander

    Joined:
    Sep 13, 2014
    Posts:
    405
    CTS Mars Sunrise.png CTS Test 4k - 6pm Rocky Landscape Adv.png CTS Test 4k - 12pm Rocky Landscape Adv.png
    Indeed. And with CTS....the attached pics are 4 Textures and Zero Post FX
     
  41. blackbird

    blackbird

    Joined:
    Aug 9, 2011
    Posts:
    591
    @AdamGoodrich any chance for work around to make it possible with unity 5.4 ?
     
  42. AdamGoodrich

    AdamGoodrich

    Joined:
    Feb 12, 2013
    Posts:
    3,780
    No. It was a massive amount of work to get it going with Unity 5.5+!
     
  43. PiterQ70

    PiterQ70

    Joined:
    Mar 3, 2015
    Posts:
    82
    I watch video couple times. And one detail is bad. And maybe this is in road map.
    Meshes like rocks doesn't blend with terrain textures. Did you plane make something with this. On store is one asset to blend this.
     
  44. chingwa

    chingwa

    Joined:
    Dec 4, 2009
    Posts:
    3,789
    I am watching your every move Mr. "Goodrich", if that's even your real name! :D

     
    PutridEx, d1favero, Whippets and 9 others like this.
  45. chingwa

    chingwa

    Joined:
    Dec 4, 2009
    Posts:
    3,789
    Did someone say "Weather"??? This looks really nice Adam. I'm introducing Temperature-based tinting in the next Tenkoku update and this seems like it could go hand in hand. I would love to see, eventually, the option of substituting textures depending on the season or temperature. I imagine there would be texture count problems and may not be feasible, but to be able to switch between an actual dead grass texture and a fresh living grass texture based on season would be awesome.

    Additionally, the introduction of 'Absorption' maps could give even further fidelity. I'm not sure how you're organizing your texture inputs, but if you have any extra color channels lying around you could use as a greyscale absorption mask to define how the material will react to wetness over time. This could affect the darkening of diffuse color as well as the variance of specular and normal flattening... all to simulate the accumulation of water and damp areas on a per-texture basis. If you haven't read the below paper I would humbly suggest it, just for the amazing attention to detail, if nothing else: https://seblagarde.wordpress.com/2012/12/10/observe-rainy-world/

    Well, sure, of course! I assume this would be in the form of a "helper" component that could integrate directly between Tenkoku and your CTSRuntimeController component? Should be easy enough. Let's talk about this offline :)
     
  46. neoshaman

    neoshaman

    Joined:
    Feb 11, 2011
    Posts:
    6,493
    Random idea here, please ignore in case of insane. In ZELDA breath of the wild, I spend time climbing in always raining zone (and succeeding) I have notice that part that are covered aren't wet! It also seems to adapt to wind direction, I wonder if they don't generate a fake wind point with a direction and generate a shadow mask (there is no shadow when it rain) as if it's a directional light, then use it to mask wet and dry area accordingly ... That was impressive attention to details anyway, whatever the way they did it.
     
  47. AdamGoodrich

    AdamGoodrich

    Joined:
    Feb 12, 2013
    Posts:
    3,780
    Lots to digest here - sounds cool - we are using texture arrays - so adding more features will have a memory impact - but definately doable. Lets talk after release :)
     
  48. antoripa

    antoripa

    Joined:
    Oct 19, 2015
    Posts:
    1,163
  49. RonnyDance

    RonnyDance

    Joined:
    Aug 17, 2015
    Posts:
    557
    See my last post in page 1. That feature is called Geometry Blending and NatureManufactor answered that his Dynamic Nature Asset will offer this. So CTS will not have this feature (from the start). Ofc I am hoping that this feature will be added in the future because RTP has it already.

    Enviro Support out of the Box is awesome
     
    PiterQ70 and S4G4N like this.
  50. AdamGoodrich

    AdamGoodrich

    Joined:
    Feb 12, 2013
    Posts:
    3,780
    Yes of course.. we decided that it had enough of everything to be able to release and to also be an awesome addition to people's terrain tools collection :)

    Besides if it truly have every feature of every shader that was ever released, then it would never get an update, and then people would complain ;)