Paints terrain layers through a procedural rules. Making it easy to quickly, and non-destructively, texture entire terrains. Achieve natural results, without any manual painting.No render pipeline specific functionality is being used, so will work in any SRP.[Unity <=2023.2] Demo scene is set up for the built-in RP, but the used terrain material can simply be converted to another RP (see docs!).[Unity 6+] Demo scene is set up for the Universal Render Pipeline📄 Documentation | 🟣 Discord | 💬 Forum threadCore features• GPU-accelerated, parameter changes are instantly visible, no baking required.• Stackable and re-orderable modifiers, with blend modes• Heatmap visualizer to highlight the areas where a layer takes effect.• Auto repainting whenever terrain height is modified through scultping or stamping.Modifiers:• Height range• Slope range• Curvature range• Noise• RGBA Texture maskLimitations:• Manual texture painting will be overridden when respawning• Only supports square terrains, laid out in a grid.• Component can't be prefabbed (serialization limitation)Included terrain layers are for demo purposes and fall under the CC0 license. Text file includes source links.Note: The OpenGL and Vulkan graphics API's are not compatible with this asset.This is not a terrain shader, but modifies the terrain's splatmap data directly. As a result, this'll work with any asset store or custom terrain shader. MicroSplat (3.8.1+) integration is included, to sync the terrain layers to its texture array (some limitations!)Uses the expiremental TerrainAPI, there is one related bug, mentioned in the documentation. It's a little annoying, but ultimately not harmful.