MegaSplat is out! Don't know what MegaSplat is? MegaSplat is a collection of shaders and tools to allow you to splat map meshes with up to 256 textures in a single pass. It features consistent shader performance regardless of how many textures you paint onto your mesh or terrain, and that performance is faster than traditional splat map techniques. MegaSplat works with Unity Terrains, or Meshes! Asset Store Link MegaSplat includes a unique shader compiler, generating unique and efficient shaders for the features you want. Shaders are based off Unity's standard shader metallic workflow, and support all the lighting and rendering modes they support. In additional to a full PBR workflow, they also support features like: Tessellation, Displacement, and Parallax Flow Mapping for moving surfaces Refractive Flow Mapping for watery surfaces Paintable Puddles and Wetness Global Snow, with adjustable sparkle (ice BDRF) Triplanar UVs, projected UVs, and multiple UV set support Texture Clustering, which prevents visible tiling of textures better than any other solution Macro Texturing/Detail Texturing with multiple blend modes (overlay, multiply2x, normal, etc) Distance cross-fading to a macro texture to use a simpler representation in the distance Multiple texture packing options Ability to paint splat maps over regularly textured objects Alpha and Alpha Test (clipmap) modes Integration with many Unity store assets And much more MegaSplat also includes my Vertex Painting toolset, which is one of the most advanced and performant Vertex Painting systems for Unity. Easily paint over hundreds of objects with millions of vertices, paint into any vertex channel (color, uvs, etc), edit mesh geometry, paint flow directions, visualize vertex data, bake ambient occlusion and lighting information into your vertices and much more. MegaSplat also includes a Terrain Painting tool for working with Unity Terrains using the same workflow. All features available in the Mesh workflow are available in the Terrain workflow. MegaSplat also includes custom brushes for working with it's shaders. Easily paint multiple textures down in a single stroke, choosing which texture gets applied to which vertex based on 3d noise functions, height, or slope. With so many textures available, whole new ways to texture terrain are possible! MegaSplat includes 60 high quality PBR terrain textures to get you started. Having this many textures available for splat mapping greatly expands the types of techniques you can use. The included textures are paired into several variations each, which allows you to prevent visible tiling by varying and blending the textures together using it's unique Texture Cluster technology. You can easily convert terrains generated in Terrain Generation tools like Gaia, Terrain Composer, and Map Magic to MegaSplat format. Simply map your source texture to one of the Texture Clusters in MegaSplat and press convert, then proceed to paint even more textures down. Native integrations available for: Map Magic Landscape Builder Gaia 2.0 (coming soon) Terrain Engine Amplify Shader Editor Includes native procedural texturing tools. Use a shader graph like interface to design custom texturing procedures which work natively in MegaSplat format, allowing you to take advantage of hundreds of textures at once. Adjustments to parameters show their results in real time, as you work, instead of having to wait minutes to see the results. A runtime procedural system based on triplanar projection is also available for meshes, allowing you to project two layers of top/side/bottom textures, mixed by noise functions, and using Texture Clusters to vary textures in the projections. MegaSplat also includes: - Tools for rapidly painting a terrain from a guide image - Components for determining which texture is hit with raycasts or collisions - Shader modes for painting splat maps over traditionally textured objects - Tools to "Render Bake" out the final splat mapping results (Albedo, Normal, etc) to use as distance LODs - Nodes which integrate into the Amplify Shader Editor, allowing you to use the splat mapping technique easily in your own shaders - Tools for creating and automatically managing Texture Arrays in Unity - Tools for integrating physics interactions with tessellated/displaced surfaces - Extensive documentation and videos Note that MegaSplat requires shader model 3.5 and Unity 5.4 or greater for Texture Array support. This means that it will not work on openGLES 2.0 or DX9 devices, but will run on devices with openGLES 3.0, openGL3.2, Metal, and most console platforms. Tessellation requires shader model 4.6, and will run on PCs, OSX, consoles, and high end mobile hardware. Why be limited to just a few textures, let you imagination run wild!