Any plans to make the Allegorithmic textures work with the terrain system? Something beyond just diffuse (e.g. normal mapping)?
You already can somewhat. You just need to have a replacement shader and a script to feed the shader the correct textures. Take a look at Six Times Nothing’s terrain bump mapped shader. Then feed it the textures that are generated from the Substance.
removed due to not being accurate - see Jercs posting below
It’s something we are discussing with Unity. Substances are materials and indeed materials can’t be used on terrains, but we are trying to figure out some solutions.
It’s definitely something we’d like to do also!
Actually niosop is right, as long as you have a custom material on your terrain instead of the standard “diffuse only” system shipped with Unity, you can drop individual substance outputs to feed the material without worrying about the substance material at all.
That applies to all materials, substance outputs are treated like standard textures and you can use them independently from the substance material.
Oh?
Must have overseen that. Sorry for the missinformation than but even more thanks for that great information. Need to check that ![]()
Thanks everyone for the info. I’ve used Six Times Nothing’s terrain materials; was inquiring about native support for Substance materials. Glad to hear it’s being worked on.
Where can get those shaders to terrain?
Interesting thread- thanks all! a semi-related related question: Can anyone think of a way to set a terrain’s heightmap from a Substance procedural texture, at runtime? it seems that there is no Texture2D, so GetPixels() is out of the question. The only way I know how to set a heightmap is by GetPixels(), then terrainData.SetHeights()!
Not sure how to add the texture from substance to the custom terrain shader/material script
The custom terrain script is not really set up to work with Substances by default. I’m working on some improvements to make it more straightforward to use.