CTS - Complete Terrain Shader - Deprecated

@AdamGoodrich I may nag you guys in regards to a few things, but I understand how products work. Think of what Adam does with his year’s upgrades like Microsoft does with their OS, Office products ect… It is how you stay alive… If you think you buy something once and it will never cost a thing again, then you don’t know how business is run. The people who are not doing what Adam is doing, are doing this as a hobby or a side business. Adam livelihood is Unity and not moonlighting like some other devs are.

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How much does performance improve when you enable the CTS Draw instanced option in 2018.3+?
Who has already purchased CTS 2019 - please measure the performance in both modes and publish here.
Adam, I’m begging you to conduct a study on improving performance on your example maps.

How are they relevant other than as an example of how to set it up?

They range in performance from somewhere from 800fps or so (from memory in a build) to 250 FPS or so when built on my gtx 970 based 4yo machine.

A real world game has so many factors that influence its performance that every game needs to be optimised in its own way. Empty scenes with CTS in them are not a valid measure of real world game performance.

Hello Adam,
I am a new user with CTS… I was getting a TDR strike during GPU baking when I apply in multiple textures (+15) with Triplaner (+4) that cascades failures down into a access violation… do any optimization settings have any way to push triplaner to draw more quickly ?

i did find a work around by disabling TDR in the system registry but I would like to find another way within CTS if possible

many thanks love CTS, it make things wonderful keep up the good work

I am not sure how GPU baking has anything do to with CTS. Can you please bring the question to our Discord. Maybe Bart / @NatureManufacture will have some insights.

thanks will do

Are there any plans to upgrade to newer SRP and HDRP version?

The 4.8.0 breaks ShaderGraph in 2019.1.

This actually renders this asset not compatible with 2019.1 when HDRP is used, it should be stated in the description like so.

Unity 2019.1 was just released and it takes time to update and test the shaders.

We should to have another update released next week to add support for it.

Hello. Does CTS 2019 work with Unity 2018.3.14f1?

Yes, it also supports the SRP (HDRP /LWRP) version 4.8.

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Thanks

Hi. We still up for an update to CTS 2019 today for 2019.1 hdrp 5.7 support?

I’m in the final stages of testing, if all goes well it should be released tomorrow. Why did you assume the update would be out today? AFAIK we never gave out an exact release date.

Maybe got confused with another product. sorry

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No problem at all, I was just worried that we announced it for today somewhere on discord or the forum and now a lot of people are waiting for it, as I did not remember that we set a specific date for it. :wink:

@PWPeter will the updated shaders be compatibile with latest HDRP for Unity 2019?

Specifically I’m talking about version 5.13, 2019.1 ships with 5.7 but there has been few updates alongside, some decals fixes that I would need in my project.

The supported version will be 5.7.2. Please note that there is quite some effort involved for us to keep up with the rendering pipeline developments. For each new SRP version we need to

-Adjust / develop shaders
-Test that all shader features are still working across the 4 CTS shader types
-Test package import and functionality in Unity 2018.3 and 2019.1
-Review the demo scenes (HDRP changes can result in different lighting and the various HDRP assets not being compatible with each other)

A new SRP version is coming out every couple of days, it is difficult for us to go through the cycle above for every new SRP version instantly, plus we would create additional compatibility issues with our other assets that are touching SRP as well (Gaia, Ambient Skies)

CTS 2019 was just updated to support the 5.7.2 on LW and HD, so it will now run nicely on Unity 2019.x in all the pipelines.

hi …i am a 3d artist and currently working on building on a large scale terrain with photo realistic visuals .i am doing it as a personal project i have theoretically gone through many different tools available and i feel terra 3 fits my need as intend to generate detailed real world terrain,i want to use mega scan surface textures for best results but i still couldn’t figure out as to how will i be able to use the splat map generated by terraland and be able to use it with CTS 2019 as found it to best available off the shelf PBR terrain shader available .unity HDRP layered lit shader does seem to be able to do the job but apparently isn’t completely PBR capable i am not sure how would i be able to control the heightmap blending between textures precisely as it seems it doesn’t really do much with the height maps so instead i want to use CTS 2019 …this has been my point of concern so far …i am fairly new to level design process but i have been reading a lot before i start …i am planning to purchase the following assets if i reach a point wherein i feel they fit my need
1.terra3
2.CTS
3.megascan subscription
4.easyroads v3 pro/road architect

i am not thinking about other stuff at the moment

my question again is
1.if we are able to use splat maps generated by terra 3 with cts 2019
and about
2.how we can control the tiling issue with cts .i have seen some very good terrain demos on youtube that doesn’t seem to have tiling issue at all and look perfectly fine and believable.
i will be using HDRP

also apologies for posting my question here .as i know its not the right pace to ask ,but i am new on the forum .

please help.

Just to make sure, with “terra 3” you mean this product? http://terraunity.com/product/terra-3/
If that is the right one, it should work. From the looks of it it has an option to create unity standard terrains for its terrain tiles. If this is the case, CTS should work with those splatmaps just fine. If in doubt, you could ask the terra3 developers as well, CTS would require a splatmap in the same format like a default unity terrain uses, then it will work.

You can combat tiling in CTS in multiple ways:

  1. Each texture has a near and a far scale setting with a customizable mixing distance which allows you to set a different scale for the far away texture which helps with repeating patterns on far away terrains. This post here is not entirely focused on tiling, but it shows the near / far scaling and the mixing distance: https://discussions.unity.com/t/668375 page-48#post-4484086

  2. If you avoid spawning textures at full strength everywhere and you use a height map for height blending, you can blend in the underlying texture in spots here and there to avoid tiling. This post shows how a grass texture can be mixed with the underlying earth texture (look specifically at the middle picture): https://discussions.unity.com/t/668375 page-45#post-4198741

  3. A variation of 2.) You can use a second texture that is similar in color / contrast and pattern to the first texture and spawn it with a noise pattern on the first texture to break up tiling. This grass texture seems to have no tiling at all:
    4557715--423340--tiling_3.jpg
    It is because a second grass texture was spawned on top with a noise pattern, here is the second texture highlighted in red:
    4557715--423343--tiling4.jpg

  4. CTS allows you to add a detail normal texture that will display shadows and highlights across the terrain to create the illusion of “fake details” to further break up tiling. Without detail normal map, if you look closely you see the texture tiling:
    4557715--423346--tiling_1.jpg

With a detail normal map it is much more difficult to spot the tiling, because the highlights / shadows break up the pattern:

4557715--423349--tiling2.jpg