Build stunning rivers, lakes and coastlines with this fully modular, snap-together tile system. 46 unique seamless terrain tiles + river, lake and waterfall shaders.* Built with Unity 6, tested and compatible with Unity 2022.3 LTS and above.Part of the Modular Terrain Tiles biome creation system, this asset is designed to work seamlessly with our other packs and make building terrain and game maps easier and visually impressive.Realistic water shaders are also included with control over depth opacity, foam details, wave scale / speed and flowmaps that will make your water features look believable and beautiful.⚠️Note: Waterfall tiles are designed as transition pieces between this pack and the Modular Terrain Tiles Cliff Pack. Three sample cliff tiles are included, but for best results, combining with the Modular Terrain Tile pack is recommended.Why use a tiled system?Lay out rivers, lakes and coastlines quickly and iterate easily.Gives consistent results across maps: using a tile-set ensures visual coherence, even across multiple team members.Tiles snap together seamlessly and look organic with multiple variations per tile type.Using a grid layout for maps creates predictability with fewer edge cases.Easy to make changes as tiles share a master material.No sculpting skills required. You don't need to be Michelangelo to make beautiful looking terrain and game maps.True ModularityThe tiles have identical edge vertex position and normals which allows for seamless snapping between tile sets. Also included are river/lake transition tiles to create large continuous bodies of water.IncludedURP and HDRP support3 biome PBR texture sets (desert, jungle and snow) & 3 sets of associated tile prefabs46 unique tiles in each setRiver, lake and waterfall shaders with customisation options to help you create variations easily.Isometric camera support for water shaders. Shader auto detects camera projection and adjusts calculations accordingly.Albedo/ mask/ normal maps for each set - all textures are 1k or 2k3 Demo scenes showcasing each biomeHelper scripts to assist placement and variant swappingTutorial PDFCustomisationThe main shader has been built with customisation at its core. You can swap out rock, ground and debris textures and adjust per tile specific maps, such as AO contrast and normal details.Changes to the master material will propagate down to the child materials, making it easy to change all tiles and all LODs simultaneously.PerformanceAll tiles of the same LOD group 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.Production ProvenThis asset was originally developed during the production of a commercial RTS project and has been built to meet real-world game development requirements.Mesh DensityAll tiles have 3 LOD levels with approx tri counts as follows:LOD 0 ~ 2k - 3kLOD 1 ~ 900 - 1400LOD 2 ~ 400-600CollidersAll tiles have simplified mesh colliders assigned. Water tiles do not have colliders. If colliders are required for water tiles add a box collider.Material SetupThe terrain shader is custom built and 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.Splat maps drive cliff, ground, debris and streak/dirt placement. These textures can be customised to change the appearance of the tile to get the desired outcome.The shader has other built-in customisation options such as streak wetness, shared material AO settings and per tile AO settings, along with standard options such as normal strength, tint and tiling etc.Water shaders are based on Unity's production ready water shaders with some alterations made to fit the asset.Water movement driven by flowmaps for realism.Isometric camera support via auto detection of camera projection mode.Texture SizesAO - 512 x 512Splat - 512 x 512Normal - 512 x 512Flowmaps - 256 x 256Cliff, 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.UV MapsAll tiles are unwrapped for texturing (UV0).





