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HDPipeline terrain

Discussion in 'Graphics Experimental Previews' started by MonkeyKasai, Jun 7, 2018.

  1. MonkeyKasai

    MonkeyKasai

    Joined:
    Jan 4, 2014
    Posts:
    40
    Hi guys,
    So ive been looking around to try find out how to get HDpipeline to work with terrain but every where I look it seems like its unsupported.
    However, I came across this video from megascan who are using the HDpipeline with terrain and wondering how they went about doing it? Looks like they are using masks to paint on the different materials or something, but how do you go about setting this up?

     
  2. elbows

    elbows

    Joined:
    Nov 28, 2009
    Posts:
    2,502
  3. MonkeyKasai

    MonkeyKasai

    Joined:
    Jan 4, 2014
    Posts:
    40
    thank you!
     
  4. Grimreaper358

    Grimreaper358

    Joined:
    Apr 8, 2013
    Posts:
    789
    We might not be waiting too long for something Official

    upload_2018-6-7_23-25-44.png
     
    sqallpl and Paddington_Bear like this.
  5. Paddington_Bear

    Paddington_Bear

    Joined:
    Dec 9, 2012
    Posts:
    274
    That's very nice indeed. I wonder if they'll be providing a shadergraph nodestack for terrain shading features or even just let us have at their terrain shader in shadergraph.

    I'd be horribly put out if it's not shadergraph compatible..

    On the upside, todays SG update gave us vertex displacement! So biiiig days ahead.