These shaders can be used with Unity's built-in terrain editor to render and blend texture splats, each using a Terrain Packed Map and a normal map. They also support blending between near and far shaders to help minimize the distracting appearance of Unity's distant terrain LOD transition patch marks.
NOTE: Splats without normal maps cause the shader to render more efficiently.
NOTE: In TriPlanar mode it uses a world-space TriPlanar mapping for each splat to avoid texture stretching issues on steep inclines. Due to the high sample count, we strongly recommend against using it in forward mode!
4Splat: Uses the terrain UVs for each splat. Importantly, this shader supports the addition of Alloy's standard Detail Texturing property group, which we have found useful for applying a whole-terrain base map set.
nSplat: Uses multiple passes and blending to apply an arbitrary number of splats. This means it can't have the extended per-splat material properties of the 4Splat variant. Also, the blending behavior is different between forward and deferred mode resulting in wildly different results.
Usage Rules
Name | Description |
---|---|
Deferred Compatible | This shader draws using the deferred buffer when in deferred rendering mode. |
Terrain Only | This shader may only be used on Unity Terrain renderers. |