After having worked quite extensively with the terrain tools in Unity, here are a few feature requests that if implemented would have made my life a lot easier: 1. Mesh Stamp: I often build my levels elsewhere to get certain things like roads especially on incline exactly right (they need to be perfectly even for my game but then I want to bring them into unity to make use of the texture paint, tree placement, etc. Right now the size of the Mesh Stamp depends on the brush size. It would be great to have an override to use the exact mesh dimensions (and the same for the height). Right now I have to fiddle with this until I get it just right. If the mesh has a texture, it would be great to (optionally) have that texture added as a Texture Layer to the terrain and painted when the mesh is stamped. Another great option would be to have gray scale texture on that Mesh act as a layer mask for a certain texture layer. 2. Tree placement: Mass Place: It would be great if this had more parameters. E.g. have the amount and size of trees placed differ by the slope of the terrain (more slope means less and smaller trees, e.g.) and the altitude (higher altitude means less trees). Also allow terrain texture layers as masks for trees, so the mass placement won't place trees on roads. The Mass place algorithm should also respect the density value of the brush. Currently I often see trees placed almost on top of each other (which looks bad and is unrealistic), when in other places large sections of the terrain can be completely void of any trees. When manually placing trees, it would be very useful to place several types of trees at once. Just allow multi- selection for the tree type. A slope modifier for the tree size and density would be great for this too. Tree rendering: The shadows of trees should fade out with the tree. Right now, the pop in and out when a tree switches to billboard. Better even would be a way to preserve the shadows of the trees when they switch to billboard (at least some kind of representation of them). The last part is a huge deal, at least for me. 3. Paint details: A mass placement for details with slope/altitude modifiers described in the Tree placement section would be very useful. Also needs multi select and slope/altitude modifiers for manual placement as outlined above. 4. Paint Texture: Slope and altitude modifier as outlined for tree placement and detail placement would be awesome. E.g. I would want to do some quick basic terrain texture painting, where rocks are only painted in spots with more slope and grass is only painted in areas with less slope. This would be even better if these types of modifiers worked with multiple layer selections in some way. E.g. if I had 3 layers selected. One for rock, one for grass and one for the transition in between and each can have a range of slope and altitude applied to it, maybe even with a slight jitter/noise variation if the ranges overlap a bit. With that I could texture paint an entire terrain with a single brush stroke before working on details. A diffuse color modifier for Terrain texture layers like we have for the Albedo in the standard shader would be great. This could provide for a quick fix when two texture layers used on a terrain do not blend/transition well. Right now, I have to go and edit the color texture in an external program every time in want to reuse it in a different context. This also means clones of the same texture with slightly different hue/brightness. 5. Crop/extend terrain: It would be great, if we could crop and extend terrains without effectively destroying what is there. I know this is complicated because the textures have to be resampled or extended in size. So this is would not be a priority. 6. Terrain mesh. Right now, textures tend to stretch a lot in sloped areas.It would be great if the terrain mesh could be "relaxed" in a way to prevent that. Not sure of this is possible with the way terrain meshes are generated right now and I hope I was able explain this properly. Stencil/clipmap for making holes into terrain. I presume that this could be done with some sort of shader trick. Essentially have a transparency setting in the Layer. This is useful for making things like tunnels/mines, etc, where the tunnel would be a separate (manually modeled) mesh that would be placed to fill in the "hole" left by the clip map. Alternatively some sort of boolean with a mesh/primitive could work too. Of course the collision with the terrain would somehow have to be deactivated at that spot as well. Hope I was able to describe everything in an understandable way. Thanks!