
Essential features for Terrain, including currently the most advanced Object-Terrain blending. Everything was carefully designed for quick and easy workflow and all you need to do to use the InTerra features is to select the InTerra shader for your Terrain or Object Material, just in case of Tracks you also have to assign a script to an objects.All Unity versions from 2021.2 to 6000.1 are supported.Main features:Integration of Objects into TerrainTessellation (HDRP Only)Parallax Occlusion MappingTracksDistance Blending (Prevent tiling with scaling texture at distance and/or stochastic texturing)Triplanar MappingAutomatic Steep Slopes TexturingHeightmap BlendingGlobal Wetness and Puddles with raindropsColor Tint TextureBase Map SupportMask Map CreatorMesh Terrains support (Note: Mesh terrain has to be oriented the same way as Unity Terrain, always aligned with the world axis. For Object integration to work properly you will need Heightmap texture of your mesh terrain.)You can see the detailed list of the shaders features in Technical details.There are the Standard and Diffuse shaders for the Built-in render pipeline and Lit shaders for URP and HDRP.Shaders are designed for PC(Windows).If you have any questions or problems you can visit InTerra Forum Thread or Discord Server.Note: The 3D model Rock_06 (from Book Of The Dead: Environment) and the Snow texture (from Terrain Tools Sample Asset Pack) used in the demo scene of this asset belongs to Unity and according to my knowledge can be freely used only within the Unity projects. Other demo assets are CC0 license.Object into Terrain Integration shader:• Easily adjustable Object-Terrain intersection for textures and mesh normals.• Object-Terrain textures transition based on heightmaps.• Options for steep slopes texturing - Secondary intersection that allows you to set the intersection for steep slopes separately, you can also apply the Triplanar Mapping to it or the Distortion as an alternative for triplanar with basically zero performance impact.Note that the steep slopes texturing depend on correctly calculated Object mesh normals !• Parallax occlusion mapping• Detail Maps• Emission• Tessellation (HDRP Only)• Multiple Terrains possibility - One Object Material can receive data only from one Terrain which is determined by the average position of all Objects using the Material and for multiple Terrains you will need a copy of Material for each Terrain, there is a tool for creating and managing these copies, but currently just as Beta.Terrain shader (Basically just like Unity Terrain shaders but with additional features):• Distance Blending - Covering the texture in distance by its scaled up version and/or stochastic texturing• Triplanar mapping for steep slopes texturing (for the first four layers in Built-in or eight in HDRP) with possibility for only first Layer to be triplanar to improve performance and there is also possibility to apply that one Layer to all steep slopes automatically (and possibility to move any Layer to first position)• Parallax occlusion mapping• Tessellation (HDRP Only)• Tracks that allow the objects with InTerra Tracks script to create the tracks on terrain.• Heightmap Blending (for the first four Layers in Built-in and URP or eight in HDRP)• Global Wetness and adjustable puddles with raindrops.• Color tint for Terrain Layers• Color tint Terrain Texture• Additional Normal Terrain TextureThe Asset also includes Mask map creator for Terrain LayersLimitations:• Non-Uniform scaling of Objects is not supported (some seams might appear when use)• Seams for integrated Objects might appear just because of the way the shadows are calculated in Unity, in which case an increase of shadow bias might help. Baked/mixed lighting can make seams visible too, but I'm trying to find some workaround. The seams can also appear because of Ambient Occlusion, for example the default setting of URP SSAO highlights the intersection a little.• Parallax occlusion mapping will not be applied on front and side triplanar mapping because the shader would be too performance heavy.• Triplanar features will be applied on Terrain Base map only if you do not have more than one pass (four Layer in Built-in and URP, eight in HDRP) and you are using "First Layer Only" - otherwise the calculation would be too heavy and the Base map would become pointless.