Released:
http://u3d.as/content/tomasz-stobierski/rtp-relief-terrain-pack
Please, take a look at documentation here for detailed description:
http://www.stobierski.pl/unity/RTP.pdf
Pre-release discussion here:
http://forum.unity3d.com/threads/152531-New-relief-mapping-techniques-%28fast%29/page2
Main features:
- AAA look of terrain at great framerates
- 8 POM textures with self shadowing in 1 pass
- Hard, well defined blending between detail maps
- Global normal / color maps
- Built in geometry blend toolset for seamless merge terrain with your geometry
- Adjustable via fallbacks for wide range of GPUs
- Can be used on arbitrary mesh
- Requires GPU with SM3.0. Does not require Unity PRO (only example scene has water).
EDIT - I’d like to update to version 1.0a with fot fixes for problematic cases. Please refer to the newest web player and check if fixes work.
I had to disable antialias postFX everywhere because it seems that this is what crashes some machines (and most probably has nothing to do with my shaders).
Version 1.0b update available → openGL hotfixes
Version 1.0c update available → openGL hotfixes, lightmapping issues
Version 2.0 update available:
- Dynamic snow
- 1-12 layers (4 layers or 8 layers in FirstPass now available)
- New UI that makes your life easier
- Terrain compositioning right inside inspector
- Triplanar texturing (in 4 layers per pass mode)
- Vertical map (global) texturing
- Improved lightmapping (recovers bumpMapping in signle mode)
- Geometry blend works for terrains AND arbitrary meshes (objects vs. Mesh terrains works now)
- U4 DX11 compatible
Version 2.1 update available:
Substance to terrain layer texture export has been introduced and a few additional bugs detected&fixed. In Unity 4.1 substance textures export works in both Indie and Pro. In lower Unity versions user need to have Pro license to get the feature working.
RTP 2 features tour available here (with lots of screenshots)
Latest working demos
Below we’ve got whole set of WebPlayers with different set of features used. They can be easily adjusted via dedicated RTP_LODmanager script. This way you can use features you think are important for your project taking into account performance of end-user machine:
All effects turned on, 8 layers in one pass >>> webplayer
Like above, but with simple snow and superdetail turned off >>> webplayer
Still 8 layers per pass - simpliest version >>> webplayer
8 layers like above (simpliest set of features), but splited into two passes. You can judge what’s faster on your machine >>> webplayer
8 triplanar layers (4 in first-pass, 4 in add-pass). Note that triplanar disable parallax effects >>> webplayer
4 layers triplanar with vertical texturing. Good for geologicaly advanced scenes
>>> webplayer
Like above, but w/o triplanar, so we’ve got parallax effects (POM/PM shading working) >>> webplayer
4 layers - the most simple version. Only global colorMap normalMap used (can’t be turned off anyway), but we still got parallax effects and height blending adjustable realtime.
This could be version for low-mid range GPUs (better mobile could handle this I guess)>>> webplayer
Standalone - 8 layers with simple snow, PC version>>> zip file
Standalone - 8 layers with simple snow, Mac version>>> zip file
Standalone - 4 layers simpliest, PC version>>> zip file
Standalone - 4 layers simpliest, Mac version>>> zip file
I build it under Unity4, so PC versions should be able to get into DX11 mode (with better performance than DX9 I believe)

