Improvements that I would like to see made to the terrain system

Are there any plans to improve the terrain system in Unity this year? I noticed something interesting in the DOTS roadmap: Worldbuilding tools made with DOTS :smile:D , will this happen this year?

A few simple improvements I’d like to see:

  1. I want the paint tool for trees to have filters similar to those from details (Brush Mask Filters)
  2. I would like the vegetation (details) to be able to have LODs (similar to trees). That would help a lot on the performance side.
  3. I would like to be able to create custom shader graph materials for the terrain
  4. The terrain can have several layers (more than 8)
  5. Other things I would like the terrain to have: terrain/object blending, anti tiling, tessellation, triplanar texture
  6. To be able to create roads on the terrain using the new spline system
3 Likes
  1. Non-destructive workflows like in MicroVerse. Better yet, hire Jason Booth because this man is a genius.

By non-destructive workflow I mean that if you lay out a spline to create a road, it digs into the terrain so you get a nice flat surface for your road. A few parameters allow you to dig larger groves, or smaller ones if you just want this to be a footpath that’s frequented rather than a full-one road construction. If you remove the spline, the terrain restores itself. You can also use this on houses so they can dig out a terrain for themselves.

Jason Booth has already covered 3 4 and 5 with MicroSplat and 6 and 7 with MicroVerse, on his own, he’s a great artist when it comes to terrain packages.

1 Like
  1. being able to place multiple trees at once (70% tree 1, 15% tree2, 15% tree 3) with the same brush
2 Likes

These are all excellent ideas, but unfortunately I can’t share any details of work that we haven’t announced yet.