InTerra ~ Terrain Features

It would be nice, but it would take a while… so maybe in future… now I will be focused on the current one and the URP…

I guess that you could also try microsplat - the basic is free so you can test if it is performant enough for you and then possibly buy needed additional modules…

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Yeah, I have MicroSplat Ultimate, lol. It is very performant for what it does, but it doesn’t support basemaps, so it isn’t the best at targeting really low-end devices.

That’s understandable for sure. I was able to hack in simple Lambert diffuse lighting to InTerra. It was pretty painless, and does yield substantial gains. Again, I’m really splitting hairs to get it working on a Quest 1…wouldn’t be an issue on most devices.

edit Ok, I didn’t fully hack diffuse in…I can see the basemap generation is still using the Standard lighting model to generate…maybe I can figure that out as well.

I’m just uploading a quick update to version 1.1.1, because I found a bug and had to fix it as soon as possible… there are no new features added - just fixed the bug - the smoothness values were also affecting normal scales values… I can’t believe I overlooked it - it happened when I decided to add “Two Layers Only” at the very end when everything was tested - then I carefully tested “Two Layers Only” and everything was fine and unaffected by that bug… but yes, I should have check everything else again more carefully…
I’m very sorry about that…

I hope Unity will approve it quickly and it will be available on the Asset store tomorrow…

It is because in current version I’m using the standard base map, but in the version I’m currently working on there will be file InTerra_Base where you can change it too…

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Yeah, I changed the basemap shaders to Diffuse-XYZ in InTerra_Standard-FirstPass to get it going…seems to be working so far.

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Fantastic! :slight_smile:

Also big thanks for writing this up - I started working with shaders at the end of 2019 and I’ve always been using Standard and didn’t know much about the other older lighting method - and it made me to look at diffuse shader and found out that it may not be a problem at all to create also Diffuse shader - I was worried there will be some tricky part, when you mentioned it at first :slight_smile:

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Would love to see this on URP. waiting for that before i purchase.

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Update 1.2.0 now available!
~ Added possibility for triplanar mapping to be calculated only for one Terrain Layer (for performance reason) with possibility to automatically apply that Layer to all steep slopes & Terrain Base Map improved.

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This looks very impressive! Possibly just what I need~
One question though, can what’s shown in the video, be applied to a mesh as well instead of Unity terrain, efectively blending one mesh onto another (or multiple other)?

I have a custom procedural terrain generator for 2.5D caves (like 3D caves underground cut in half) which outputs a mesh with normals and some plain UV coordinates.
It’s this mesh I’d like to use as a base to blend other meshes/objects into/onto. The objects would be “sticking out” of the “terrain” mesh similar to your showcase, so there is not more than one intersection pane per object etc.

Unfortunately I haven’t found a way to use Unity’s terrain on my mesh. The solutions I found for that require a conversion process which is not really suited for procedurally generating at runtime, so I’m stuck with a regular mesh.

Huge thanks in advance :slight_smile:

Unfortunately it only works with Terrain because the mesh is receiving the Terrain Data as Height Map, Terrain Layers Data etc…

Thank you kindly for the fast answer!
Unfortunate, but would it be possible to inject that information somehow? I do internally use sort of a height map in the terrain generator and same with the layers.

Then it seems like it could work with few little changes… but cannot know for sure… I will send you PM… :slight_smile:

Can this shader be used with Gaia tools?

Sadly, I do not have any experience with Gaia… but if Gaia is using Unity Standard shaders I think it should work fine… just in case you are using multiple Terrains there will be the need to do unique copies of Materials for Objects on different Terrains… actually, I was thinking about writing some script that would do these copies if needed, so maybe in some future update… :slight_smile:

Update 1.3.0 now available!
~ Added diffuse shaders!

This looks promising!
If it ever recieve Tessellation/Deformation on tessellated materials, i’d gladly say good bye to Microsplat

So far I experimented just with a parallax occlusion but I’m planning to do some in depth research about tessellation and then I will see… :slight_smile:

Hello!

Does this work with Ultimate Terrains - Voxel Terrain Engine?

Any plans to add terrain colormap for tint?