Does anybody know how to use ATS Color map Shaders?

I am trying to apply really good detail to my terrain using the ATS Colormap shader. I have all the required textures (splatmap, colormap and normalmap) but I cant seem to get it working. Somebody with experience guide me through how to do it please!

P.S. I am posting it here due to the attention it will get because I need an answer really soon but cant seem to get one elsewhere…

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More attention? yes likely, from the wrong people? very likely.

Could you post a screenshot of how it looks now and a picture of this shader’s parameters?

I really need those textures to blend better for a nicer outcome…

How do you mean? blend better? What is the type of blending you were expecting and does the shader actually advertise doing the blending you were hoping for?

Well, the ATS Colormap Shader makes textures look more realistic

The results still depend on what textures you input, the shader doesn’t do anything specific with them to make them look different. It just combines them according to the splat map, like normal terain does and allows one giant terrain wide normalmap to be applied. It also does some multi uv blending which i’m going to assume is following Epic’s guideline to minimize texture tiling in the distance.

I don’t see anything described anywhere that it would do some fancy shading on the texture to make them look different.

The only thing I can see which would adjust the texture look is the colormap you supply, but that’s again artist controlled.

Seems like you’re expecting too much from this shader tbh. The result can only be as good as the things you put into the blender. Try tweaking the textures to suit your liking more rather than relying on the shader to do it (there is no mathematical equation to make things more realistic).

And from the images you supplied it looks like it’s set up and working.

I have a 2048x2048 terrain with 2048x2048 Textures. However, Using the default Unity3D Terrain shader isn’t what I want because the textures blend and combine too much. For example, lets say you terraform a cliff and texture it with rock, and have grass around it as a grass texture, the two textures would blend and combine with some falloff. The terrain shader prevents that from happening by replacing the default unity Shader. I just need showing how to use it. I also have a normal map and lightmap that I want to apply to my terrain and I don’t know how to do that. Once both of them are applied the terrain will look 20x better!

I only have a Splatmap applied so far, I dont even have the colormap, lightmap or normal map applied and Im not sure how!! ! :@

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There is an example of the Blending which I really dont want!

I think you’re referring to heightmap texture blending, like this:

The colormap ultra shader (the $10 one) does that with the “decal” textures only, as lars refers to them.

Yes, I see how your dirt and sand hasn’t got too much of a fade and I want that with my rocks. I want my rocks and snow to be less faded so it looks crisper and higher quality.