
Procedural Low-Poly Mountain Shader
SchrimpSchrimpSchrimp Game Studio
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Procedural low-poly mountain URP shader using precise vertex displacement. Ideal for background terrain. Includes two shading styles and layered color, sun angle, and complexity control.-> Web-DemoProcedural Low-Poly Mountain Shader (URP)Generate stylized mountains directly from flat ground planes – no 3D modeling required. This shader uses controlled vertex displacement to shape a mountain profile with fully adjustable parameters:Size (width, height, depth)Steepness (controls the angle of slopes)Complexity (number and scale of peaks)Roughness (height variation between peaks and valleys)Advanced features:Color layering to simulate elevation or temperature zonesSun rotation for stylized lighting based on time-of-dayUnderground offset to avoid floating geometry on uneven terrainInvisible proxy mesh ensures rendering even if the source plane is off-screenTwo shading styles are included:Organic Layering Shader: Smooth transitions between elevation-based colorsFace-Based Shader: Sharp transitions per polygon for a stronger low-poly lookA demo scene is included with live controls:Adaptable parameters from inspectorRealtime sliders for all key parametersRandomize button with seed controlWebGL-export ready, including responsive layoutThis shader is optimized for background terrain and visual atmosphere. It is not a complete 3D-Object and does not support:CollisionPhysical geometryReal-time shadows (on itself or other objects)Backside (only visible from the front)Perfect for low-poly scenes, stylized world backgrounds, procedural environments, and lightweight simulations.Procedural low-poly mountain generation via Shader GraphNot an 3D-Object, but a shaderBuilt for URP (Universal Render Pipeline)Seed-based randomizer and adjustable parameters (as listed above)Elevation-based color layers (e.g. for temperature simulation)Two included shading styles: Organic shader for smooth color-transitions between height-elevations and face-based Shader for hard color segmentationSun rotation input to simulate shadows and color shift at sunrise/sunset (does not support real-time-shadows or multiple light-sources)Underground vertex offset to prevent floating on uneven terrainInvisible proxy mesh to maintain rendering when base object is off-screenDemo scene with runtime controls: Real-time slidersUnity version: created in Unity 6000.0.34f1, should work with recent URP versions