Hey, So I did not find any forum for the Terrain (apparently its not that important?) nor any thread about the recent version so I write here. The new Terrain has much greater modeling capabilities but all this is worthless if you can not make a proper terrain shader and have to rely on an very simplistic unity shader that allows exactly one way of doing things that breaks if you require anything below surface level. Please, Unity learned the lesson the hard way over the last 10 years. People complained about the standard shader for years until assets emerged. Unity got branded as cheap engine. Are we really going to go another 10 years with a 2005 era terrain shader preset until someone realizes "We should really allow non-specialized graphics programmers (which you would start hiring around a team size of 5-10 people) to make their own terrain shader" Please don't give us new amazing terrain but then force me to work with fixed imported terrain meshes because the entire terrain ecosystem is severely crippled by a fixed shader. Every professional studio who ships games will require a custom solution, just like no real studio uses the standard shader. (And no person using the standard shader does channel packing..) Please give us a way to create a terrain shader with shader graph like it is possible in Unreal since the Unreal 2 days and stop this patchwork of incompatibility.