[FREE]MicroSplat, a modular terrain shading system for Unity Terrains

I’m cross posting this here. The original post with more detail is [here]( [RELEASED] Vegetation Studio page-13#post-3290522).

This is re our recent experience with the new Vegetation Studio asset, and microsplat.

VS is totally awesome and frees up the ability to create really dense vegetation at extremely low cost. I can’t think of any other asset that delivers such an advantage. If interested, read more about it [on the original post here]( [RELEASED] Vegetation Studio page-13#post-3290522).

I’ve been trying to get one of our scenes to a point I can post some screenies to support the launch of VS, and while I’m not there yet (real life commitments etc) and they need some more tweaking and post processing etc, I thought I’d put some up before I totally miss the bus. Also may be good they don’t have the eye-candy additions yet so readers can see them in raw form.

Being the beach, this area is probably not too dense, but the 2k x 2k scene has hundreds of thousands of grass and small plants (including underwater), and around ten thousand trees.

I’d also like to commend (and 100% recommend) Jason Booth for his Free MicroSplat terrrain shader asset - which totally plugs into VS and they have built-in integration like creating colormaps including grass etc for distance viewing. Justin is hands-down the best shader developer I’ve met, anyone doubting that needs to watch his Unite presentation video (Rendering 10000 objects on low end devices). I really don’t understand why everyone doesn’t use it - its free and immediately allows you to use up to 16 terrain textures plus loads of enhancement options on the shader, plus its the fastest terrain shader for unity. If you want even more power (like the Streams module I added for these examples, you can add them for a small cost).

You can’t see it in the pics, but the Streams module adds a fully animated sea-level wetness - so you get the wetness of the beach waves animated onto the beach. I have water running back there too. So the water here is Suimono infinite ocean, with its Shorewaves module creating waves that wash up onto the beach based on the terrain shape underwater (so where reefs are you’ll have waves breaking etc and waves onto beaches following the beach contour), MicroSplat then paints the animated ‘wetness’ onto the beach surface, and I added some water streams for wash returning to the ocean. I probably need to get something to record a video to show it.

We need Justin (Suimono) to get together with Jason (Microsplat) to build in a function to easily synchronise the beach wetness animation with Suimonos shore waves. It should happen soon …poke :slight_smile:

Other assets to mention here are Tenkoku (sky and light system) … which integrates with Suimono, so light color and weather affects water etc.

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