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Global/Macro Terrain Material

Discussion in 'World Building' started by wlad_s, Dec 18, 2018.

  1. wlad_s

    wlad_s

    Joined:
    Feb 18, 2011
    Posts:
    148
    Hello everyone and @ChrisTchou ,

    A common problem with terrains is to make them look good both from air/distance and up close from ground level. So, one of the solutions is to use a global/macro material (with its own normal, roughness, emission etc. maps) that renders at distance. That's what plugins like Mega Splat or Relief Terrain Pack say they can do.

    Here's an example I found, it explains the solution although it doesn't really look as great as it could :)

    mspl.png

    So, I was wondering if that's something that is planned for Unity 2019 new terrain shader to support, or is that something that should be made in Shader Graph?

    PS I'm mainly gathering info for future development of our game. We haven't switched to HDRP yet but we're planning to sometime over the next two years during development.
     
  2. Bodyclock

    Bodyclock

    Joined:
    May 8, 2018
    Posts:
    172
    I would second this. The Macro Texture (Colour Map) should also be able to cover multiple terrains (so you don't have to split it up), currently not supported in MegaSplat or CTS.
     
    wlad_s likes this.