Thanks for the reply!
I don’t really have anything useful from the game to show since it is all just prototyping that looks like crap.
But what I’m aiming for in a “level” might be something like this:

In addition to these non-heightmap based shapes (cliff overlook etc) I’m also looking at shader effects like:
- Outline
- Curved terrain
- Maybe more…?
I haven’t had time to really dig in to exactly how the unity terrain behaves compared to a regular mesh, but at least it doesn’t seem to work “straight out of the box” with the shader graph (I had trouble with my effects at least).
Also this thread https://discussions.unity.com/t/828781 and the “in development” task here https://portal.productboard.com/dzcznunfgebtky7ipmhrc22z/tabs/207-3d-world-building suggests the same.
All in all, from scouting a bit more on the asset store, the closest fit I could find so far has been this voxel editor:
https://assetstore.unity.com/packages/tools/terrain/digger-pro-realtime-terrain-digging-149753
Anyone that has experience with it? It seems however that it will be a combination of Unity terrain and meshes created by Digger, so how would that work with materials and in particular with the shader graphs?