
This asset will allow you to quickly create your own landscape and texture it easily.Models are optimized for gaming.The constructor was created taking into account the element spacing of 1 meters, which allows you to connect objects perfectly and quickly.Supports Universal Render Pipeline (URP) and can be upgraded to High-DefinitionRender Pipeline (HDRP).If you have any additional questions, you can always write to us at the email address: 3dinfinityart@gmail.comAll objects have adjusted normals, geometry, which provides a seamless connection of all objects and in combination with tileble textures allows you to create landscapes of unlimited sizes and without seams.This package contains:1) Models (total models: 118):18 Rocks_2M (962 - 3762 tris)18 Rocks_3M (962 - 3966 tris)9 Rocks_4M (1090 - 2290 tris)9 Rocks_5M (1090 - 2290 tris)9 Rocks_6M (1090 - 2290 tris)9 Rocks_Fly_8M (1257 - 2552 tris)4 Rocks_Transitional (962 - 1284 tris)17 River_Bank (962 - 5868 tris)6 Ground_Object (3912 - 6712 tris)5 Ground_Bottom (8 - 128 tris)11 Water (2 - 118 tris)2 Demo_Object1 Demo_Shaders2) Prefabs (total prefabs: 118):18 Rocks_2M18 Rocks_3M9 Rocks_4M9 Rocks_5M9 Rocks_6M9 Rocks_Fly_8M4 Rocks_Transitional17 River_Bank6 Ground_Object5 Ground_Bottom11 Water2 Demo_Object1 Demo_Shaders3) Textures (total textures: 10):2 Stone atlas textures (Diffuse Map + Normal Map) - resolution 4096x4096:Channel RGB - ColorMapChannel A - HeightMap for blending4 Ground tile texture (Diffuse Map) - resolution 4096x4096:Channel RGB - ColorMapChannel A - HeightMap for blending2 Water textures (Normal Map) - resolution 1024х10241 Demo SplatMap for location (RGB Map) - resolution 2048x20481 Demo SplatMap for ground shader preview (RGB Map) - resolution 512x5124) Custom shaders (created in the shader graph, allowing you to easily make modifications):Water shader with displacement and depth effect using 2 colors and 2 normal maps.SplatMap and VertexColor shader previewGround shader in 6 variations to cover different goals and objectives:Blending textures through transparency using SplatMap and UVMap (Channel 2) to position the blend map.Blending textures through transparency with SplatMap and projection from above to position the blend map in relation to world space.Blending textures through transparency using VertexColor.Blending textures through heightmaps using SplatMap and UVMap (Channel 2) to position the blend map.Blending textures through heightmaps using SplatMap and projection from above to position the blend map in relation to world space.Blending textures through heightmaps using VertexColor.5) Scenes (total scenes: 4):1 Prefab Scene1 Demo Scene Tile Objects1 Demo Scene Merge Objects for final texturing1 Demo Scene showing ground shader variations