Vertical texturing on terrains

This is part of my RTP2 (RTP - Relief Terrain Pack) release on AssetStore, but as a showcase might be interesting for people who deal with terrains. As far as I know this is new approach to making such terrain landscapes.

Here is also working demo available from screenshot is taken.

Note that terrain is shaded with ParallaxOcclusionMapping techniques (with self-shadowing). Terrain replacement shader can be also used in triplanar mode w/o parallax effects).

For more info one might visit this threads:

http://forum.unity3d.com/threads/161235-RTP-Relief-Terrain-Pack-with-geometry-blend-on-AssetStore
http://forum.unity3d.com/threads/171394-RTP-Relief-Terrain-Pack-v.-2-features-tour

BTW - it works quite well on my nVidia GT240 and I’m curious how does it work on your machines.

I very much love triplaner as I’m tired of ‘stretched’ textures on steep cliff faces.

What is the render time for a more complex/large terrain system?

My shaders themselves doesn’t bottleneck the system more than simple shaders. They are pixel intenvise, number of triangles rendered aren’t that much GPU intensive (however we’ve got some additional computations in shader vertex program). I guess you could easily use it on very large scenes with multiple terrains (in Unity4). You can also adjust shader features to your needs to find best trade of look against performance.

Tom