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HDRP Terrain 8 layers maximum

Discussion in 'Graphics Experimental Previews' started by AustinRichards, Feb 16, 2019.

  1. AustinRichards

    AustinRichards

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    Currently the HDRP TerrainLit shader only supports a single pass and 8 terrain layers maximum. Is there any plans to make it possible to have a higher maximum, with additional passes?

    Is there any current way around the 8 layer limit too?
     
    Waterlane likes this.
  2. rz_0lento

    rz_0lento

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    Oct 8, 2013
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    Couldn't you just split your terrain into smaller chunks and have individual terrains use 8 layers max? You can still use same few materials on the terrain borders so you would get smooth transition from one chunk to another. Adding passes sounds pretty expensive.
     
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  3. Waterlane

    Waterlane

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    This would be useful for scenes rendered to video...
     
    AustinRichards likes this.
  4. Danua

    Danua

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    Maybe texture array can do this like megasplat in legacy rp?
     
  5. BlasterDm

    BlasterDm

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    Aug 28, 2018
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    Hey, are there any updates on this topic? Decided to upgrade my project to HDRP. My terrain is already done and has about 20 layers. So part of them became black after update. Got stuck with this problem (unity version 2019.2.11f1). Would appretiate any advise.
     
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  6. Flow-Fire-Games

    Flow-Fire-Games

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    Any update on this?

    Please let us create terrain shaders with shader graph, this fixed forced standard shader approach is ancient and crippled unity for so long. We dont need a one size fits all terrain shader that never fits any professional requirements, neither with standard shader nor standard terrain shader. This approach just dosnt work.

    UDK terrain could do that 15 years ago.
    Im in HDRP and I have 8 terrain layers like Im in a Roblox mod editor. Not even thinking about parallax occlusion, tessellation, displacement mapping and not even dreaming about any cutting edge tricks from 2015 like mesh blending.

    Im sorry I have to be angry about this but this needs to be said, some people need a reality check.
    Stop forcing these standard shaders no professional ever uses or wants and which are outdated the day they come out. Embrace shader graph and stop spending resources on total dead end standard shaders, people said it for a decade now.

    Add support for shader graph, One closed system that works throughout the Engine. make a working preset and let people do their thing. Im waiting since Unity 3 for an update and coming back after 10 years full of anticipation and seeing this is maddening. And its 1 year since that guy here asked for his terrain to not go black when above just 8 texture layers, it feels like nobody ever tries to build anything with these tools some times.

    (Edit: Previously also complained about lack of splat map and slope support but that seems to be there in a way to paint it with 2019.2, which I definitely appreciate)
     
    Last edited: Jan 27, 2020
  7. Grimreaper358

    Grimreaper358

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    We are all waiting to make custom terrain shaders with shader graph but some of the features you mention are already there. Download the Terrain Tools package and you will be able to apply splat maps and advanced terrain creation features. Still nothing on the shader side yet, tessellation, POM, etc.

    Docs
    https://docs.unity3d.com/Packages/com.unity.terrain-tools@2.0/manual/index.html

    Two blog posts about the tools it contains
    https://blogs.unity3d.com/2019/05/28/speed-up-your-work-with-the-new-terrain-tools-package/
    https://blogs.unity3d.com/2019/08/1...ainting-with-the-2019-2-terrain-tools-update/
     
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