Procedural terrain generator for Unity with graph workflow, local biomes, hand painting, MicroSplat integration, natural simulations, and editor plus runtime support.OVERVIEWVista Indie is a procedural terrain generator for Unity built for fast terrain production, graph driven iteration, and ambitious world building.Its key difference is local biome control. Instead of leaving biome distribution entirely to abstract rules, Vista Indie lets you place multiple biomes by hand in the scene, overlap them, and blend them smoothly in the final result. That gives you procedural speed without losing artistic control over scene layout.Use Vista Indie to create procedural terrain, terrain textures, vegetation, masks, and biome driven terrain data from one graph. It brings the core Vista workflow together with hand painting, productivity tools, MicroSplat integration, and nav baking utilities.Vista Indie is not a brush first terrain editor. It is a graph based procedural terrain generator that works best when it handles the base terrain generation step in your project.If you want a procedural terrain generator with local biomes, natural simulations, hand painting, and graph based terrain authoring, Vista Indie is the expanded paid workflow before the full Pro feature set.WHY VISTA INDIEVista Indie starts with a non destructive idea: you define terrain rules in a graph, then generate the result from that graph instead of shaping every part by hand from the start.That matters because starting from a blank terrain with brushes and stamps can take a lot of time before the land starts to feel believable. It gets more painful when the scene layout changes and the terrain has to be reshaped again.Vista Indie helps you build that first believable terrain state faster by turning terrain design into a rule driven process. It fits best as the first iteration tool in the terrain pipeline, where procedural generation comes first and manual fine tuning with other tools comes later.WORKFLOWVista Indie follows a graph based workflow that is non linear, non destructive, parametric, and local.You combine nodes in any order to define the terrain, then output height, textures, vegetation, masks, and other terrain data from the graph. You control the result by adjusting simple parameters, seeds, and exposed values instead of remaking the whole terrain by hand.Local biomes are the key part of that workflow. You can place multiple biomes by hand directly in the scene, shape the layout with intention, let them overlap, and have them blend smoothly in the final result. This keeps the procedural terrain workflow connected to artistic control and story driven scene layout instead of leaving biome distribution entirely to abstract rules.When the terrain direction changes, you update the graph, tune the parameters, move the biomes, or refine selected areas with the added manual tools in the edition.FEATURE SUMMARYBuild terrain logic in a graph instead of stacking one off edits.Generate height, textures, trees, details, masks, and biome driven data from a single procedural terrain workflow.Shape more believable landforms with natural simulations such as erosion, water flow, landslide, snow, and crack.Direct the scene with hand placed local biomes, multi terrain generation, and hex map support.Work with both Unity Terrain and Polaris Terrain as first class terrain systems in the same workflow.Expand the core Vista workflow with hand painting, productivity tools, MicroSplat integration, nav baking utilities, and runtime generation.GROW WITH VISTAVista Indie is built for projects that need more production control than the free edition while staying below the full Pro scope.If your pipeline later grows into spline driven workflows, real world data, or exposed graph controls, Vista Pro is the full edition.COMMUNITYWebsite | Facebook | Twitter (X) | YouTube | ContactNOTESome art assets in the videos/screenshots are NOT included in this package.FEATURESEasy to learn: Get started faster with quick start tutorials, documentation, and demo content.GPU accelerated: Run terrain generation on the GPU so the workflow can process more data in less time.Fully featured graph editor: Build procedural terrain logic in a clean, organized workspace that stays productive as graphs grow.Terrain authoring: Handle terraforming, texturing, tree placement, detail placement, and masking in one procedural terrain generator.Robust biome system: Place many biomes by hand in the scene, shape them as needed, and let them blend smoothly with direct artistic control.Multi terrain: Fill data across multiple terrains without seams.Hex map workflow: Create hex based terrain layouts with biome support.Natural simulations: Shape terrain with hydraulic erosion, thermal erosion, landslide, snow fall, water flow, crack, gravity, and related nodes.Seed based generation: Generate many terrain variations by changing seed values instead of rebuilding the whole setup.Editor and runtime: Generate terrain data in the editor and at runtime.Productivity tools: Work faster with smart search, anchor points, sub graphs, sticky images, and related graph editor utilities.Hand painting: Paint biome masks in scene view and paint mask or color data in the graph for targeted adjustments.MicroSplat integration: Sync texture arrays and terrain FX maps with MicroSplat.Nav mesh utilities: Generate helper meshes for navigation baking.Extensible workflow: Customize the pipeline, run custom tasks, or write your own nodes with the provided API.EDITION SCOPEInclude:Core Vista workflowHand paintingProductivity toolsMicroSplat integrationNav baking utilitiesNot included:SplinesReal world dataExpose propertyREQUIREMENTSUnity 2021.3 LTS and up.Compute shaders support. The asset is heavily built upon compute shaders and compute buffers. This is supported on most machines if you use the asset in the editor only. Learn more.TESTED ONWindows machine running on DX12, DX11 & Vulkan.Mac machine running on Metal.COMPATIBILITYPolaris: Output generated data to low poly terrain.MicroSplat: Update your MicroSplat texture array configs & FX maps with ease.PACKAGE DEPENDENCYThe following packages are required for the tool to work:Searcher (com.unity.searcher)Editor Coroutines (com.unity.editorcoroutines)Mathematics (com.unity.mathematics)These packages will be added to your project automatically. If not, please check the Package Manager.DOCUMENTATIONManual




