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Unity terrain textures
Unity terrain textures








unity terrain textures

However, if performance is not critical, then it is more efficient than preparing the same terrain in 3Ds Max or Blender. The discussed technique provides much better graphics, but it is slightly more computationally expensive. The same method can be applied for sampling normal maps. the values should sum to 1 but we must avoid dividing by 0īlend /= blend.x + blend.y + blend.z + 0.001f įixed4 color = blend.x * cX + blend.y * cY + blend.z * cZ we drop the sign because we do not distinguish positive and negative directions The three colors are blended using the normal vector: Let us begin by calculating colors mapped for each of the three directions:įixed4 cX = tex2D(_Texture, worldPos.yz) įixed4 cY = tex2D(_Texture, worldPos.xz) įixed4 cZ = tex2D(_Texture, worldPos.xy) The triplanar technique uses world-space coordinates instead of UVs. In the next part, we will modify the sampling method.

UNITY TERRAIN TEXTURES CODE

In the code above, the texture is simply sampled according to the provided UV coordinates. The code that uses the default planar texture mapping looks similar to this:įixed4 color = tex2D(_Texture, uv_Texture) Let us look at an example implementation. It gives smooth transitions between surfaces at different angles. unity terrain textures can be created very easily as you can see above, but it is a little time-consuming. Finally, the result is blended into one color. It samples a texture from three different directions: X, Y, and Z. One of the simplest is the triplanar mapping. There are many ways to solve this problem. It gives relatively good results if there are no steep cliffs, or a player looks on the terrain from above. The Y-axis is ignored, and a texture is stretched on tall objects.

unity terrain textures

They are evenly distributed on the X-Z plane. The Unity terrain is textured according to the UV coordinates. I cant imagine why 4000 voxels with such simple textures can lag out whilst my pc. The Problemįirst, let us focus on the problem. Here you can set a texture and its properties. If you click the Edit Textures button and select Add Texture from the menu, you will see the Add Terrain Texture window. Initially, the terrain has no textures assigned for painting. The paintbrush button on the toolbar enables texture painting. If you are not familiar with Cg/HLSL shading language, then you may consider downloading a ready-to-use shader from the Unity Asset Store. Sand dune terrain with sandy texture Enabling Textures.

unity terrain textures

This tutorial explains how the technique works, and it provides simple code examples. It gives nice-looking textures on vertical surfaces and other complex shapes. The problem can be solved by applying the triplanar texture mapping. It is caused by a simple planar UV mapping that is employed by the built-in terrain shader. _TopWeighting("Vertical Falloff", Range(0.You have probably experienced stretched and ugly-looking textures on steep slopes when using the terrain engine in Unity. I managed to dig out this shader code but please bear in mind this is one of the first things I did in Unity, I'm no shader expert and I haven't reviewed it in detail. This allowed me to specify textures for a grass floor, a rock wall and a cave roof. When texturing a mesh-based procedural terrain, I used a custom shader which calculated the normal vector of the surface in world space and used the relative weight of the x, y and z vectors to blend between three textures specified by the user. This was quite some time ago, so excuse the vagueness but. Textures consist in a mix of stones, soil, sand and arid terrain textures. Obviously you can tweak the number of samples and relative weighting to get the effect you want.Ī separate technique I've used elsewhere is to use the normal of the surface to blend between three textures. I have texture sets for Unity, Unreal Engine, and many others. That way, when you're up close, the detail is clearly visible and the lower amplitude blurs of lower octaves are barely visible, whilst at longer range, the lower frequency features -that span multiple tiles- tend to dominate. (You can read more about a related technique as used for generating procedural terrains here: - particularly "1.3.3 Making an Interesting Density Function" which mentions other ways to break up repetition like warping coordinates for higher octaves)īut the key takeaway is that you blend multiple copies of the (texture|noise) at different scales with varying weights.Īs an example, you might pick (pseudocode) color = texture_at(x, y) *. Apply multiple "octaves" of textures/noise to avoid repetition.










Unity terrain textures