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More terrain material layers please

Discussion in 'World Building' started by Waterlane, Sep 25, 2020.

  1. Waterlane

    Waterlane

    Joined:
    Mar 13, 2015
    Posts:
    188
    This isn't a new topic and I understand /agree with Unity focusing upon stability over new features (ie delaying the new terrain system). But is there any chance that the max number of terrain material layers could be increased within the existing terrain system, please?
    As said, I know this is not a new topic/idea so maybe it's something that's been discussed/started already?
    PS... I did say please. :)
     
  2. jbooth

    jbooth

    Joined:
    Jan 6, 2014
    Posts:
    5,461
    I don't think there is a max limit, you just need to use a shader that supports more layers. I support 32 in MicroSplat, because at that point you need 8 splat maps per terrain, which is quite expensive on memory. MegSplat does 256, but that requires a custom format and paint tools..
     
    Rowlan likes this.
  3. Waterlane

    Waterlane

    Joined:
    Mar 13, 2015
    Posts:
    188
    Thanks Jason - I looked into MicroSplat... It looks very cool, but I believe HDRP is still under development atm?
     
  4. jbooth

    jbooth

    Joined:
    Jan 6, 2014
    Posts:
    5,461
    HDRP is under development because unity is still developing HDRP and changing it constantly. Until they provide an abstraction layer or abandon HDRP, that will always be the case. There are only a few MicroSplat features not supported in HDRP (mainly tessellation), but none of those are features that Unity's terrain shader supports anyway - in fact, Unity's shader doesn't even support what they do in the Standard Rendering pipeline, which isn't very much either.
     
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