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

Yeah, I think what you want to allow for high pixel error is a way to sample the resulting texture in the shader to replace the per-vertex normals with per-pixel ones. This will be relatively easy to add, so I can get it into the next update. I will make it a separate texture output though, since the one used for Terrain Blending has to be 16bit uncompressed, and for visible normals 8bit compressed is likely a viable option to save bandwidth. But when terrain blending is enabled, maybe I disable that option and pull them directly from the high res texture instead to save the samples/memory. Hmmā€¦

yu know?
3303320--256290--this.PNG

Awesome Thanks ! :slight_smile:

The problem is that the global texture in there is blended with the terrain normals, what you want is for it to replace the terrain normals all together.

I see what you mean, would be awesome if you could add this feature to the next update.

MicroSplat is so great, thanks for all your work.

Iā€™m wondering how I could add an option to spit out a second material where the following line would be in the vert function:
i.vertex.y = tex2Dlod(_HeightMap, float4(i.texcoord.xy, 0, 0)).r * _MaxHeight;

Itā€™s for a terrain creation editor extension Iā€™d like to optimize for use with MicroSplat. While designing the terrain I keep it on the GPU (as a RenderTexture) for speed, and pass the results to a plane that has itā€™s vertices offset. When editing is finished the RenderTexture gets read back to the built in terrain system which uses MicroSplat. But Iā€™d like the plane to be rendererd with MicroSplat.

This isnā€™t a big deal, so if it canā€™t easily be done thatā€™s cool, I can manually work it in.

I have tried reinstalling. Deleting and reinstalling. Deleting the package and downloading again and then reinstalling. All with Unity reboots which often just fixes little anomalies like this. None of this has worked so far.

Update:
I managed to import it without error, but only after I deleted the megasplat scripts,

Hmm, I have had both MegaSplat and MicroSplat in the same project multiple times, but Iā€™ll do it again tonight and make sure there arenā€™t any conflicts. The error looked like it was caused by some files being missing thoughā€¦

Hi there. I am using the asset with the anti-tiling module and its beeing great so far.

One issue I found yesterday, however, is that for some reason uv tiled textures on big terrains produces a ā€œdotted lineā€ at the borders of the tile, which keeps blinking all the time, all over the terrain. See pictures below:


If I put the UV scale back to 1 (for the 1st texture) it removes the dotted line but it prevents me to adjusting the size properly.

Am I doing something wrong or this will be a bug? Thanks in advance

Did you update MicroSplat? Iā€™ve seen this issue before and i think itā€™s fixed.

Hey that looks pretty nice, but I was wondering if you could add another copy of this and rename it to ā€œcloudsā€ (so we can project realistic cloud shadows onto the terrain)
Would that be possible? I mean if it is possible to have a black overlay (or generally darker, to simulate the shadows) as well instead of colored?

Hi, I can confirm I have version 1.6 and the issue seem to be still thereā€¦

Please tell me this is an older version of MicroSplat? If this is 1.5 or newer, then it means this issue is now specific to the GPU in use. If you are interested in the tech details, itā€™s posted a bit back in this thread, but basically I thought I had fixed this in 1.5, but if itā€™s still happening on some GPUs, the most likely option if for me to reintroduce the option to force mip maps to be selected manually (well, by my code, instead of the driver). This is actually faster, but breaks anisotropic/trilinear from working, and generally produces a slightly blurrier result on edge angles.

What GPU are you running on? I can put the option back in which fixes this, but I was really hoping to not have to do thatā€¦

Do the various cloud solutions on the asset store not project the cloud shadows onto the terrain? I have not used enough of them to know, but it wouldnā€™t be hard to add such a feature- the main issue is in getting them to somewhat match the shape/density of those in the skyā€¦

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hi, my gpu is radeon hd 6900 series/2gb. Is there a way you can add a flag to turn this option on/off (force mip-maps) instead of changing the core? if its a big issue, then people can always work on the texture itself to be scaled accordingly in an external editor instead of using the uv scale optionā€¦

I have to add it to all the code, but since Iā€™ve done it before, itā€™s not that big of a deal to do again. It will be optional, and when people turn on per-Texture UVs Iā€™ll either force that option on or put a warning that suggests they turn it on themselves. I removed these options because I thought I had managed to fix the issue completely, but unfortunately not. Since this will require a sync-locked update, itā€™ll be in the 1.7 version - I have some small fixes to wind and glitter coming out in the mean timeā€¦

no worries. thanks for replying so quickly!!!

Thatā€™s a great idea, especially if can be kept cheap.
Most cloud systems donā€™t project cloud shadows ā€¦ some simulate it, but at a cost.

I get a similar issue, probably a bit worst as mine affects painting with textures ā€¦

ie. when i paint, the texture doesnā€™t always blend in like it should, it (sometimes) fills to the line ā€¦ see below ā€¦

3304962--256444--upload_2017-11-29_16-46-4.jpg

Iā€™m on Unity 2017.1.0f3
NVIDIA GeForce GTX 1060 3GB

I use your TP module too.

Iā€™m not sure on my MS version, I think its 1.5.
Where can we see the MS installed version?

Can you maybe add version info on the editor headers for MS modules etc, or in readme files.
I guess mine is 1.5 as the AS shows an ā€œUpdateā€ option to 1.6. And I updated quite recently ā€¦ maybe 2 weeks back.