A out of box, modular hybrid terrain generation system that converts any Shader Graph–based height output into real Unity Terrain — with procedural texture, vegetation, and area preservation support.Terra Canvas bridges the gap between artistic control and procedural generation.It allows you to use any Shader Graph–based height generation method and convert it directly into a Unity Terrain, without vendor lock-in or node-based complexity.Simply feed your shader output into Terra Canvas, and it will render that to a Render Texture, extract it, and populate the actual Unity Terrain system — including textures, trees, and grass — with multithreaded efficiency.Unlike traditional terrain generators, Terra Canvas doesn’t overwrite your world blindly. You can define selective blend areas — box or path-shaped regions where your handcrafted details remain untouched and smoothly blended into the generated result.Whether you’re refining an old project or prototyping new landscapes, Terra Canvas helps you build terrains that feel natural, flexible, and yours. Key FeaturesShader-Driven Terrain Generation – Convert any Shader Graph height output into real Unity terrain.Selective Area Protection – Define box or path-based zones to keep hand-sculpted areas untouched.Procedural Terrain Population – Automatically generate trees, grass, and textures based on height, slope, and user parameters.Backup System – Built-in backup of your original terrain before modification.Modular Workflow – Use only the parts you need (e.g., just tree placement or texture generation).Optimized Performance – Multithreaded and efficient; 1024–2048 resolution terrains typically generate in ~15 seconds.Shader-Agnostic – Works with your existing Shader Graphs; no custom nodes or external generators required.Non-Destructive Editing – Seamlessly blend procedural generation with manual sculpting.*Note Demo Scene requires a dependency of asset Low Poly Stylized Nature , but for the core asset it does not required . for starting out or testing for beginners we recommend using that asset pack for quick setupUnity 6 supported Render pipeline does not mattershader based procedural terrain generation (using shader graph , you ca bring any shader graph you want).rule based exclusion area (still retial your artistic choices in key areas)procedural tree placement.procedural detail placementprocedural terrain painting.good performance with multi threading and gpu usage.backup systems included .modulor easy to intergrate and scale pipeline.




