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Non-uniform topology for terrains?

Discussion in 'World Building' started by plant_machine, Nov 13, 2020.

  1. plant_machine

    plant_machine

    Joined:
    Nov 13, 2020
    Posts:
    2
    This is a long shot, but is it possible to modify the topology of unity terrains? From older threads it sounds like no. I'm learning terrain workflows, and noticed applying a vertex-based geometry shader to a terrain results in a visible gridlike pattern due to the grid topology at a distance or looking from the shaded side. One alternative solution is just importing the landscape as a retopologized terrain mesh for non-uniform distribution, but this loses the advantages of unity's terrain tools like object scattering and draw distances.
     

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