Facet: Low Poly & Blocky Terrain Editor
TopsonGames
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Low poly mesh terrain Editor and Generator for URP. Faceted, terraced and blocky looks, runtime sculpting, road and river splines, scatter, wind, water, day night cycle, and a Unity terrain converter.Facet is a low poly and blocky / voxel Terrain generator and editor (Scene and Runtime). It comes with Spawners, Splines, Water and a Skybox with Day, Night, Cloudy and Sunset mode. Convert Unity Terrain to Facet in SecondsDemo and Documentation(Walk trough generated Terrain and edit in a Runtime example)Tutorial Terrain GenerationTutorial SplinesTutorial Skybox and WaterTuorial Terrain ConversionTutorial RuntimeWHAT YOU GETFull Low Poly & Blocky Terrain Editor: Build the Terrain of your dreams for your low poly and voxel gameThree looks, one dropdown: Faceted hills, terraced plateaus, or blocky voxel steps. Switch any time.Sculpt in the editor: Raise, lower, smooth, flatten, noise and colour brushes, in circle, square or diamond shapes.Sculpt in your game: Drop in one component and your players can reshape the world in a build.Roads and rivers with splines : Ctrl-click a path, press Apply. Presets for roads, rivers, ramps, trails and embankments. Automatic color & Prefab readjustmentPaint where the forest goes: Paint a colour on the ground and your trees grow exactly there.Props follow your terrain: Sculpt a hill and the trees on it move with it instead of floating.Day to night sky: Day, sunset, night and overcast, with smooth transitions, drifting clouds and a matching directional light.Stylised water: One click, scaled to your terrain automatically.Wind that looks right: Foliage sways while trunks stay planted. Shadows sway with it.Convert your Unity terrain: Heights, trees and colours carried across, with full control over how the colours are mapped.Recolour a whole map in seconds: Change one palette colour and the entire landscape updates, with no rebuild.Free props to start with: Trees, bushes and rocks, so you can build something before buying anything else.Ready for mobile: Level of detail with seamless chunk transitions, one material for the whole terrain, and a diagnostics window that tells you which number actually matters.WHY IT LOOKS BETTERFacet builds terrain from real meshes, not a height map with a shading trick. Every triangle owns its vertices, so the hard edges are in the geometry itself. Shadows, lightmaps and prop alignment all follow automatically, and you can export the result.Colour lives per quad and comes from a palette, which is why grass meets rock in a crisp jagged line instead of a soft blend. One Terrain only takes one Material.THE THREE LOOKSFaceted: Rolling hills with irregular, hand-modelled looking triangulation.Terraced: Plateaus joined by steep flanks. The stepping is applied to the height field rather than the geometry, so the mesh stays continuous and terrace edges follow the landscape instead of snapping to a grid.Blocky: Voxel steps with vertical walls. Add jitter and the walls stop being axis aligned, giving hand-cut blocks that look carved rather than assembled.SPLINES THAT CLEAN UP AFTER THEMSELVESA river carves through hills without filling the valleys it crosses. A road clears the trees standing in its way and settles the survivors onto its new banks in one action.Every stamp stores the ground it replaced, so you can take a road back out weeks later with one button.THE CONVERTERHeights transfer exactly. Trees carry over with their positions, rotations and scales as editable scatter layers.The old terrains colours are the interesting part. A splat map blends several layers at every point while a facet holds one flat colour, so the converter shows you the decision instead of guessing: a table of every source layer with the colour it becomes, all of it overridable. Your source terrain is disabled rather than deleted, so you can compare and go back.EVERYTHING IN ONE WINDOWCreate a terrain, convert one, lay splines, set up scatter, generate props, apply sky and water, add runtime editing, find the docs. Your first terrain is a three-step wizard that will not let you skip a step.REQUIREMENTSUnity 6.0 or newerUniversal Render PipelineGOOD TO KNOWHeight field based, so no caves or overhangs. Splines shape the terrain rather than generating road meshes or bridges. Runtime sculpting has no built-in undo history. Colour transitions are scattered rather than blended, by design.TerrainMesh based terrain with genuine hard edges from unshared verticesThree looks: faceted, terraced and blocky, switchable at any timePer quad colour from a 64 colour palette, editable live with no rebuildVertex jitter and random diagonals to break up the underlying gridChunked, with optional level of detail and seamless transitions between chunksNon-destructive resolution changes that resample the existing landscapeOptional mesh colliders, always kept at full resolutionSculptingRaise, lower, smooth, flatten, noise and colour brushesCircle, square and diamond brush shapes with rotationColour picker and height sampler on Ctrl-clickFull undo integration, one step per strokeThe same brushes run at runtime through a single componentSplinesPer node width, interpolated along the pathPresets: road, river, ramp, trail and embankmentLevel, raise only and lower only modesClears props from the corridor and re-seats the restStores the original ground so any stamp can be reverted laterScatterLayer based, with prefab weights, density, spacing and instance limitsHeight, slope and palette colour filtersClumping into groves and clearingsRandom scale, rotation and slope alignmentHand painting brush using the same layer rulesProps re-seat themselves onto sculpted groundEnvironmentStylised skybox shader with day, sunset, night and overcast profilesSmooth transitions and automatic directional light syncStylised water material and plane prefab, auto-fitted to the terrainFoliage wind shader with per vertex sway weightsForward, shadow caster and depth passes, so shadows sway with the geometryConverterOne click conversion from built-in Unity terrainExact height transfer, resampled onto the facet gridTree instances imported as editable scatter layersThree colour modes, with a per layer mapping tableColour matching in CIE Lab for better results on vegetationSource terrain disabled rather than deletedTooling and codeSingle tabbed window covering every toolThree-step wizard for creating a terrainDiagnostics window with a self test and scene analysis against desktop or mobile budgetsFull C# source, no DLLs, XML documentedRuntime and editor split into separate assembly definitionsSRP Batcher compatible, 16 bit index buffers where possibleNo third-party dependenciesCompatibilityUnity 6.0 or newerUniversal Render Pipeline only, not Built-in or HDRP

