42 unique, seamless, fully modular cliff terrain tiles designed for building structured terrains and game maps with ease.
Ideal for RTS, strategy, city builders, simulation, and isometric games.Why use a tiled system?Build terrains quickly and iterate easily.No sculpting skills required. You don't need to be Michelangelo to make beautiful looking terrain and game maps.Consistent results across maps: using a tile-set ensures visual coherence, even across multiple team members.Solves the problem of texture stretching on vertical faces, associated with height map workflows such as the default terrain system.Encourages predictable pathfinding thanks to structured, grid-based terrain layouts.True ModularityThese tiles have identical edge vertex position and normals which allows for seamless snapping. Two height levels are supported for the creation of a vast array of terrain topography.IncludedURP and HDRP support3 biome PBR texture sets (desert, jungle and snow) & 3 sets of associated tile prefabs42 unique tiles in each setAlbedo/ mask/ normal maps for each set - all textures are 1k or 2k3 Demo scenes showcasing each biomeHelper scripts to assist placement and variant swapping4 Infill pieces to increase variation at tile joints5 Example compound prefabsMap creation tutorial PDFCustomisationThe main shader has been built with customisation at it's core. You can swap out cliff, ground and debris textures and adjust per tile specific maps, such as AO contrast and normal details.Changes to the master material will permeate down to the child materials, making it easy to change all tiles and all LODs simultaneously.PerformanceAll tiles within a biome use the same material, which allows for performance enhancing static batching.All tiles have 3 LOD levels implemented.The custom shader has options to turn off tri-planer mask and normal mapping per LOD.LimitationsNote this asset is not a terrain sculptor or biome generator. It does not include tools for placing foliage or other detail items.The default state of the asset does not allow for painting of terrain. Although this is possible when combined with other plug-ins.Mesh DensityAll tiles have 3 LOD levels with appox tri counts as follows:LOD 0 ~ 3k - 4kLOD 1 ~ 750 - 900LOD 2 ~ 300-450CollidersAll tiles have mesh colliders.Material SetupThe shader uses both tile-unique maps and shared textures.All unique tiles have an AO, normal and splat map packed into texture arrays to maintain batching.Texture SizesAO - 512 x 512Splat - 512 x 512Normal - 512 x 512 and 1024 x 1024 providedCliff, ground and debris textures use world space mapping to ensure seamlessness between tiles.There are 3 sets of shared PBR textures, all at 1024 x 1024 or 2048 x 2048.All tiles have 3 LOD levels with tri counts as follows:ntinuity between tiles regardless of rotation or mirroring.




