├── LICENSE ├── New Terrain.asset ├── New Terrain.asset.meta ├── README.md ├── Scenes.meta ├── Scenes ├── SampleScene.unity └── SampleScene.unity.meta ├── Terrain Shadergraph.meta └── Terrain Shadergraph ├── Blend Normals.shadersubgraph ├── Blend Normals.shadersubgraph.meta ├── Blend Terrain Floats.shadersubgraph ├── Blend Terrain Floats.shadersubgraph.meta ├── Blend Terrain Textures.shadersubgraph ├── Blend Terrain Textures.shadersubgraph.meta ├── Blend Terrain Textures_Stochastic.shadersubgraph ├── Blend Terrain Textures_Stochastic.shadersubgraph.meta ├── Camera Fade Floats.shadersubgraph ├── Camera Fade Floats.shadersubgraph.meta ├── Camera Fade Textures.shadersubgraph ├── Camera Fade Textures.shadersubgraph.meta ├── Create Normal.shadersubgraph ├── Create Normal.shadersubgraph.meta ├── Examples.meta ├── Examples ├── Desert.mat ├── Desert.mat.meta ├── Grasslands.mat ├── Grasslands.mat.meta ├── Ice.mat ├── Ice.mat.meta ├── Terrain Example.prefab ├── Terrain Example.prefab.meta ├── Textures.meta └── Textures │ ├── Desert_Cliff_Large.jpg │ ├── Desert_Cliff_Large.jpg.meta │ ├── Desert_Cliff_Small.jpg │ ├── Desert_Cliff_Small.jpg.meta │ ├── Desert_Ground_Large.jpg │ ├── Desert_Ground_Large.jpg.meta │ ├── Desert_Ground_Small.jpg │ ├── Desert_Ground_Small.jpg.meta │ ├── Desert_Mountain_Large.jpg │ ├── Desert_Mountain_Large.jpg.meta │ ├── Desert_Mountain_Small.jpg │ ├── Desert_Mountain_Small.jpg.meta │ ├── Desert_Peak_Large.jpg │ ├── Desert_Peak_Large.jpg.meta │ ├── Desert_Peak_Small.jpg │ ├── Desert_Peak_Small.jpg.meta │ ├── Desert_Shore_Large.jpg │ ├── Desert_Shore_Large.jpg.meta │ ├── Desert_Shore_Small.jpg │ ├── Desert_Shore_Small.jpg.meta │ ├── Grasslands_Cliff_Large.jpg │ ├── Grasslands_Cliff_Large.jpg.meta │ ├── Grasslands_Cliff_Small.jpg │ ├── Grasslands_Cliff_Small.jpg.meta │ ├── Grasslands_Ground_Large.jpg │ ├── Grasslands_Ground_Large.jpg.meta │ ├── Grasslands_Ground_Small.jpg │ ├── Grasslands_Ground_Small.jpg.meta │ ├── Grasslands_Mountain_Large.jpg │ ├── Grasslands_Mountain_Large.jpg.meta │ ├── Grasslands_Mountain_Small.jpg │ ├── Grasslands_Mountain_Small.jpg.meta │ ├── Grasslands_Peak_Large.jpg │ ├── Grasslands_Peak_Large.jpg.meta │ ├── Grasslands_Peak_Small.jpg │ ├── Grasslands_Peak_Small.jpg.meta │ ├── Grasslands_Shore_Large.jpg │ ├── Grasslands_Shore_Large.jpg.meta │ ├── Grasslands_Shore_Small.jpg │ ├── Grasslands_Shore_Small.jpg.meta │ ├── Ice_Cliff_Large.jpg │ ├── Ice_Cliff_Large.jpg.meta │ ├── Ice_Cliff_Small.jpg │ ├── Ice_Cliff_Small.jpg.meta │ ├── Ice_Ground_Large.jpg │ ├── Ice_Ground_Large.jpg.meta │ ├── Ice_Ground_Small.jpg │ ├── Ice_Ground_Small.jpg.meta │ ├── Ice_Mountain_Large.jpg │ ├── Ice_Mountain_Large.jpg.meta │ ├── Ice_Mountain_Small.jpg │ ├── Ice_Mountain_Small.jpg.meta │ ├── Ice_Peak_Large.jpg │ ├── Ice_Peak_Large.jpg.meta │ ├── Ice_Peak_Small.jpg │ ├── Ice_Peak_Small.jpg.meta │ ├── Ice_Shore_Large.jpg │ ├── Ice_Shore_Large.jpg.meta │ ├── Ice_Shore_Small.jpg │ └── Ice_Shore_Small.jpg.meta ├── Fade Edges.shadersubgraph ├── Fade Edges.shadersubgraph.meta ├── StochasticNode.hlsl ├── StochasticNode.hlsl.meta ├── Terrain Shader.shadergraph └── Terrain Shader.shadergraph.meta /LICENSE: -------------------------------------------------------------------------------- 1 | Apache License 2 | Version 2.0, January 2004 3 | http://www.apache.org/licenses/ 4 | 5 | TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION 6 | 7 | 1. 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Overlay blend (combines distance and detail textures together) 22 | 2. Transition (seemlessly transitions between distance and detail textures according to camera distance) 23 | - Automatic generation of normal maps (it's a bit hacky but it works) 24 | - Smoothness, Metallic, Normal and Color settings for each individual texture 25 | - Seemlessly transitions between normal, smoothness, and metallic settings based on camera distance 26 | - Use noise to variegate ground layer between ground texture and mountain texture 27 | - Doesn't need splatmaps, great for procedural terrain 28 | - Optional stochastic (antitiling) option (now tiles seemlessly across neighbour terrains) 29 | 30 | Distance 31 | ![Desert_Distance](https://user-images.githubusercontent.com/67586167/214444915-bb697dc7-62b4-40c1-9159-a69c40e6fcad.jpg) 32 | 33 | Detail 34 | ![Desert_Detail](https://user-images.githubusercontent.com/67586167/214444958-3a44e7a5-f501-49c9-8416-74bbd50c322e.jpg) 35 | 36 | Distance 37 | ![Grasslands_Distance](https://user-images.githubusercontent.com/67586167/214445005-8e6faa5f-0b4b-4651-8333-cfe348a48a8a.jpg) 38 | 39 | Detail 40 | ![Grasslands_Detail](https://user-images.githubusercontent.com/67586167/214445041-404684f9-6ba8-44f8-a291-1dde3a302022.jpg) 41 | 42 | Distance 43 | ![Ice_Distance](https://user-images.githubusercontent.com/67586167/214445065-799eea04-01db-4d2b-a540-7f9d4da4b700.jpg) 44 | 45 | Detail 46 | ![Ice_Detail](https://user-images.githubusercontent.com/67586167/214445102-b2b0eb54-0db0-4bd5-97e3-cc36fe7c6e61.jpg) 47 | 48 | Stochastic Off 49 | ![StochasticOff](https://user-images.githubusercontent.com/67586167/215687950-4329abc6-bfb1-4dbe-a5e5-2b1eade22a30.jpg) 50 | 51 | Stochastic On 52 | ![StochasticOn](https://user-images.githubusercontent.com/67586167/215688021-6817aa60-56d1-45c9-b014-9d2ee4412f84.jpg) 53 | 54 | ![Inspector](https://user-images.githubusercontent.com/67586167/214447555-ddb507dd-9050-44ec-bd06-8dfadee7bf63.jpg) 55 | 56 | How To Use 57 | 1. Add the shader and sub-shaders to your project 58 | 2. Create a new terrain 59 | 3. Create a material 60 | 4. Set material shader to Terrain Shadergraph (Shader Graphs -> Terrrain Shadergraph) 61 | 5. Add the material to the terrain settings in the inspector 62 | 6. Add your textures in the material inspector 63 | 64 | Some Hints and Tips 65 | - The texture height is set relative the terrain texture height i.e. if your terrain is set 600 height all your texture heights will be lower than this. 66 | - Normals for distance textures need to be A LOT HIGHER than detail textures, a detail texture normal will normal be between 1-5 but distance texture will be between 2000-3000 67 | - For height textures (shore/sea, ground, mountain, peak) the scaling is as you would expect. For detail textures 2000 means that the texture will be tiled 2000 times across the terrain, whereas 1 for distance textures means that the texture will stretch to cover the whole terrain, BUT because of Tri-Planar cliff scaling is inverted so you will be typing in values like 0.005 or 0.1. 68 | 69 | I have included a bunch of examples in the 'Examples' folder. This folder is not essential and can be deleted. 70 | 71 | Credits 72 | - I used some custom height blending code by GrrrimReapz on Reddit: https://www.reddit.com/r/Unity3D/comments/pr6sld/height_blending_materials_in_shadergraph/ 73 | - I implemented some of Snubber's ideas from his video on youtube: https://www.youtube.com/watch?v=uJSxqr3a0cA&ab_channel=Snubber 74 | - I implemented Junior_Djjr stochastic node, which can be found here: https://github.com/JuniorDjjr/UnityProceduralStochasticTexturingNode 75 | - Textures in example files from textures.com 76 | 77 | Licensed under Apache 2.0 78 | -------------------------------------------------------------------------------- /Scenes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7dcca56b3c094c54b8bb2493c4a701ec 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | 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Shadergraph/StochasticNode.hlsl: -------------------------------------------------------------------------------- 1 | //UNITY_SHADER_NO_UPGRADE 2 | #ifndef STOCHASTICHLSLINCLUDE_INCLUDED 3 | #define STOCHASTICHLSLINCLUDE_INCLUDED 4 | 5 | #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ACES.hlsl" 6 | 7 | //hash for randomness 8 | float2 hash2D2D_float(float2 s) 9 | { 10 | //magic numbers 11 | return frac(sin(fmod(float2(dot(s, float2(127.1, 311.7)), dot(s, float2(269.5, 183.3))), 3.14159))*43758.5453); 12 | } 13 | 14 | //stochastic sampling 15 | void Stochastic_float(UnityTexture2D tex, UnitySamplerState samplerTex, float4 UV, out float3 Out) 16 | { 17 | //triangle vertices and blend weights 18 | //BW_vx[0...2].xyz = triangle verts 19 | //BW_vx[3].xy = blend weights (z is unused) 20 | float4x3 BW_vx; 21 | 22 | //uv transformed into triangular grid space with UV scaled by approximation of 2*sqrt(3) 23 | float2 skewUV = mul(float2x2 (1.0, 0.0, -0.57735027, 1.15470054), UV * 3.464); 24 | 25 | //vertex IDs and barycentric coords 26 | float2 vxID = float2 (floor(skewUV)); 27 | float3 barry = float3 (frac(skewUV), 0); 28 | barry.z = 1.0 - barry.x - barry.y; 29 | 30 | BW_vx = ((barry.z > 0) ? 31 | float4x3(float3(vxID, 0), float3(vxID + float2(0, 1), 0), float3(vxID + float2(1, 0), 0), barry.zyx) : 32 | float4x3(float3(vxID + float2 (1, 1), 0), float3(vxID + float2 (1, 0), 0), float3(vxID + float2 (0, 1), 0), float3(-barry.z, 1.0 - barry.y, 1.0 - barry.x))); 33 | 34 | //calculate derivatives to avoid triangular grid artifacts 35 | float2 dx = ddx(UV); 36 | float2 dy = ddy(UV); 37 | 38 | //blend samples with calculated weights 39 | Out = mul(tex.SampleGrad(samplerTex, UV + hash2D2D_float(BW_vx[0].xy), dx, dy), BW_vx[3].x) + 40 | mul(tex.SampleGrad(samplerTex, UV + hash2D2D_float(BW_vx[1].xy), dx, dy), BW_vx[3].y) + 41 | mul(tex.SampleGrad(samplerTex, UV + hash2D2D_float(BW_vx[2].xy), dx, dy), BW_vx[3].z); 42 | } 43 | 44 | #endif 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