Grand Canyon-Parashant Real-World Terrains 406 km²
Matei Ioan Alexandru
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24 real-world maps of Grand Canyon-Parashant National Monument, 20 x 20 km (406 km²) each at 10 m, 1:1 scale. 9 demo scenes, Built-in/URP/HDRP.Unity 2022.3 and above. Built-in, URP and HDRP in one package. Real-scale terrains (1 unit = 1 m) built from the exact heightmap pixels.▶ Full 4K video showcase: https://youtu.be/ElkJT-JlCHoGrand Canyon-Parashant National Monument - cinder cones and lava-capped plateaus, long fault escarpments and the river gorge where the Colorado meets Lake Mead - at their real size, 20 x 20 km per map24 maps of Grand Canyon-Parashant National Monument from real-world elevation data (DEM). The remote plateaus north of the Grand Canyon: cinder cones and dark lava flows, long fault escarpments, deep side canyons and the river gorge at the east end of Lake Mead - with up to 1,940 m of relief on a single map. Each map covers 20.16 x 20.16 km (about 20 x 20 km, 406 square km) at 10 m between samples. Every Unity terrain sample is an original heightmap pixel - nothing is stretched or resampled - and 1 Unity unit is 1 metre.✦ WHAT'S INSIDE24 heightmaps - 16-bit PNG, 2017 x 2017 px, relief from 343 m to 1,940 m per mapOne Unity terrain per map - one terrain of 2049 samples per map; the unused 32-sample edge strip is cut away with terrain holes3 demo levels x 3 render pipelines - 9 ready scenes to fly or walk through: Parashant Cinder Cones, Grand Wash River Gorge, Parashant EscarpmentTerrain Builder - one click turns any heightmap into a real-scale Unity terrainParashant Volcanic ground look - 8 ground layers in 4K: meadow, forest floor, dry earth, scree, rock, gravel, red rock, basaltColorado River water - a transparent silty river coloured by its real depth that follows the Grand Wash gorge downhill, with ripples carried by the current, uneven sandy shores and wet banks, in Built-in, URP and HDRPDry season on the volcanic plateaus - the ground of the demo levels is painted from the real shape of each map: dark lava on the cones and flows, pinyon-juniper woodland, rock beds on the escarpments, talus and washes✦ CANYON GROUNDRock beds from each map's own cliffs - the painter measures the map's cliffs and benches and writes a bed table that the terrain shader reads, so walls show level rock bands with ledges that catch the lightColour carried by the drainage - the ground below a wall takes the colour of the rock above it, carried down the map's real drainageWashes and river sand - washes where the map's real drainage gathers, river sand placed from the real water levelShrubs and trees in the shader - separate pinyon, juniper and desert shrubs drawn by the terrain shader, following the painted groundFine surface relief - lumps and hollows finer than the height data on the near ground, fading out with distance✦ FEATURESHuge real-world maps - up to 20 x 20 km of real ground per map, at 10 m between samples: cinder cones, lava flows, fault escarpments, plateaus, side canyons and the river gorge are in the data itselfExact scale - size and height range are in every file name and inside every PNG, and the builder reads them for youAnti-tiling terrain shaders - every layer blends three texture sizes by viewing distance, so no repeating patternsCliffs without stretching - textures are projected from the side on steep faces, so walls show real rock texture instead of vertical streaks; flat ground is unchangedVerify - compares every terrain height with the original pixels✦ PERFORMANCENative 3840 x 2160 - no upscaling, demo scenes in player builds: HDRP 98-109 FPS · URP 111-148 FPS · Built-in 193-239 FPS (RTX 3090)✦ DEMO CONTROLSMouse look · WASD move · Shift fast · G walk at 1.8 m eye height · F fly · N / P next / previous level · H help✦ UNITY 2022.3 AND ABOVEBuilt-in, URP and HDRP in one package. Tools > Lidar Terrains > Project Setup switches on terrain holes, and Shore Water Setup the depth and opaque textures the water reads, in your pipeline asset with one click. The Built-in Render Pipeline has no post-processing, so the Built-in demo levels look simpler than the URP and HDRP ones.✦ USE CASESOpen-world games · flight and driving simulators · western, survival and exploration games · cinematics · terrain studies. The heightmaps also work in other tools: 16-bit PNG, north up, size and height range in the file name.✦ THE GRAND CANYON SERIESNeighbouring ground, never the same map twice:Grand Canyon Rims & Plateaus - https://assetstore.unity.com/packages/slug/426850Grand Canyon Inner Canyons - https://assetstore.unity.com/packages/slug/426854Lake Mead & Mojave Desert - https://assetstore.unity.com/packages/slug/426858✦ MORE REAL-WORLD TERRAINSSame format, same tools:USA Sierra Nevada & Cascades - https://assetstore.unity.com/packages/slug/426148USA Rocky Mountains & Great Plains - https://assetstore.unity.com/packages/slug/426150USA California & Desert Southwest - https://assetstore.unity.com/packages/slug/426152USA Eastern Forests & Lakes - https://assetstore.unity.com/packages/slug/426154UK Fells, Moors & Dales - https://assetstore.unity.com/packages/slug/426156Alaska Mountain Peaks - https://assetstore.unity.com/packages/slug/425664Alaska Valleys & Uplands - https://assetstore.unity.com/packages/slug/425668Alaska Fjords, Lakes & Volcanoes - https://assetstore.unity.com/packages/slug/425670Heightmaps - 24 x 16-bit greyscale PNG, 2017 x 2017 px: 24 maps of 20.16 x 20.16 km (about 20 x 20 km, 406 square km) at 10 m per pixelRelief - 343 m to 1,940 m per map (lowest point of each map at 0)Unity terrains - one terrain of 2049 samples per map, terrain holes for the exact edgeHeight precision - one height level is about 1.0 cm on the flattest map and about 5.9 cm on the map with the largest height rangeDemo content - 3 map prefabs (one prefab works in every pipeline) + 9 demo scenes (3 per pipeline)Ground textures - Parashant Volcanic (8 ground layers) + the shared ground layers, 4096 x 4096 albedo, normal and maskRock beds - a bed table per demo map, read by the terrain shader in Built-in, URP and HDRPWater - transparent river and lake surfaces whose colour comes from the real water depth (depth texture), soft uneven shorelines, travelling waves and river flow, for Built-in, URP and HDRPShaders - anti-tiling, world-aligned terrain shaders with side projection on steep faces, rock beds, shrubs and fine relief, for Built-in, URP and HDRPEditor tools - Terrain Builder, Project Setup, Grand Canyon Ground Textures; PDF documentation includedCompatibility - Unity 2022.3 and above; Built-in, URP and HDRP


