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.