How does terrain texture work in Unity?

Idk how to explain, i do know how to use it, but not how it works.

I preffer to do my terrain in maya and texture it as 3dpaint tool, saving the texture file and retouch in photoshop. I stack a lot and have full control of it.

But how does the unity version work? where are my final texture? Or its some kind of logic?( this vector have this texture, this one have other texture), How big are each brush in pixels? and, how about the perfomance?

thanks!

There is no final texture. The “texture” for the terrain is dymaically mixed using “splats” based on a splat texture. I can’t give you the internal details, but in a splat system, there is a splat texture (let’s say it’s 1024x1024 in size, just for arguments sake). That would make your terrain that many “splats” across and wide. Each splat would be a combination of the 4 textures, with the amount of each texture varying by the 0-1 value for each base color (used as a control only) in the splat texture. If your terrain dimensions were 2048x2048 units, then each “splat” would have a size of 2 units.

complex, that sound like cpu perfomance, what if u use tons of splat??

Four textures are drawn at the same time, and it’s all done on the GPU, so it’s got very little CPU overhead.