Grand Canyon Inner Canyons Real-World Terrains 406 km²
Matei Ioan Alexandru
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33 real-world maps of the inner Grand Canyon and the Colorado River, 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/8nEY0g4qGscThe inner Grand Canyon - the great walls below Great Thumb Point and Peshlakai Point and the lower canyon in Lake Mead National Recreation Area, with the Colorado River at the bottom - at their real size, 20 x 20 km per map33 maps of the inner Grand Canyon from real-world elevation data (DEM). The walls, buttes and benches below Great Thumb Point in the west and Peshlakai Point in the east, and the lower Grand Canyon in Lake Mead National Recreation Area - with up to 1,915 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 INSIDE33 heightmaps - 16-bit PNG, 2017 x 2017 px, relief from 399 m to 1,915 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: Great Thumb River Bend, East Canyon Walls, Lower Canyon RiverTerrain Builder - one click turns any heightmap into a real-scale Unity terrain2 ground looks - West Canyon Benches and East Rim Woodland, 8 ground layers each in 4K: meadow, forest floor, dry earth, scree, rock, gravel, red rock, dark rockColorado River water - a transparent silty river coloured by its real depth that follows the canyon downhill, with ripples carried by the current, uneven sandy shores and wet banks, in Built-in, URP and HDRPDry season in the canyon - the ground of the demo levels is painted from the real shape of each map: level rock bands from the pale rim down to the dark inner gorge, scrub on the benches, talus and river sand along the Colorado✦ 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: rims, cliffs, terraces, buttes, side canyons, wide benches 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 78-96 FPS · URP 97-106 FPS · Built-in 121-184 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-Parashant - https://assetstore.unity.com/packages/slug/426856Lake 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 - 33 x 16-bit greyscale PNG, 2017 x 2017 px: 33 maps of 20.16 x 20.16 km (about 20 x 20 km, 406 square km) at 10 m per pixelRelief - 399 m to 1,915 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 1.2 cm on the flattest map and about 5.8 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 - West Canyon Benches + East Rim Woodland (16 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


