Procedural Terrain Painter
Staggart Creations
$0.0
Date |
Price |
---|---|
日期和时间 |
价钱($) |
02/23(2021) |
0.0 |
11/21(2024) |
0.0 |
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Paints terrain layers through a procedural rules. Making it easy to quickly, and non-destructively, texture entire terrains. Achieve natural results, without any manual painting.No render pipeline specific functionality is being used, so will work in any SRP.Demo scene is set up for the Universal Render Pipeline, but the used terrain material can simply be converted to another RP (see docs!).📄 Documentation | 🟣 Discord | 💬 Forum threadCore features• GPU-accelerated, parameter changes are instantly visible, no baking required.• Stackable and re-orderable modifiers, with blend modes• Heatmap visualizer to highlight the areas where a layer takes effect.• Auto repainting whenever terrain height is modified through scultping or stamping.Modifiers:• Height range• Slope range• Curvature range• Noise• RGBA Texture maskLimitations:• Manual texture painting will be overridden when respawning• Only supports square terrains, laid out in a grid.• Component can't be prefabbed (serialization limitation)Included terrain layers are for demo purposes and fall under the CC0 license. Text file includes source links.Note: The OpenGL and Vulkan graphics API's are not compatible with this asset.This is not a terrain shader, but modifies the terrain's splatmap data directly. As a result, this'll work with any asset store or custom terrain shader. MicroSplat (3.8.1+) integration is included, to sync the terrain layers to its texture array (some limitations!)Uses the expiremental TerrainAPI, there is one related bug, mentioned in the documentation. It's a little annoying, but ultimately not harmful.