URP & HDRP Terrain Shader
Corvostudio di Amadei Marco
$17.99
(no ratings)
Date |
Price |
---|---|
日期和时间 |
价钱($) |
11/09(2021) |
17.99 |
11/19(2024) |
17.99 |
Jump AssetStore
Extensible lightweight terrain shader incluing Anti tiling, Snow, and other effects to make your terrain look superb.
Implementation guide
Shader graph and Scripting API
The standard unity shader can be very limited as it does not include basic effects and does not allow for easy modification.
This is where URP & HDRP Terrain Shader comes in handy:
This new terrain shader includes some built in effects that can be modified directly from the material such as:
•Snow effect.
•Anti tiling effect.
•Terrain lightness.
•Normalmap intensity value.
•Supports terrain holes.
•Supports terrain layer metallic and smoothness values.
•Tested on PC, Linux, Mac, Nintendo switch and Mobile, but probably works on any hardware.
•Extremely optimized.
•Less then 2 minutes setup.
•Customizable with Shader Graph.
A peculiarity of the shader, is that it is easily and highly customizable through unity's Shader Graph. Any desired effect will be easily inserted, and the buildt-in effects, easily editable to achieve whatever effect you need.
All this without having to give up on performance: the shader in fact uses only 1 pass, unlike the unity built-in shader which uses 1 pass every 4 terrain textures.
In addition, the shader includes a small terrain management script that will allow you to quickly switch from the standard unity terrain shader to the URP & HDRP Terrain Shader with 1 click, and to be able to change the resolution of the textures even at runtime, receiving logs on how much memory exactly the textures are. of the terrain are occupying.
Limitations:
•The shader currently supports a maximum of 16 terrain textures. If you need more textures in the ground it will be necessary to divide the ground into several parts with a maximum of 16 textures each.
•For optimization reasons, the shader supports only scenes where there is only 1 terrain;
However creating multiple terrain "chunks" would be less optimized anyway than having one huge terrain when using this shader.