Added splat map–based procedural placement to Microdetail Terrain System

Опубликовано: 31 Июль 2026
на канале: Ruslan Kudriachenko
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I’ve just added a new feature to the Microdetail Terrain System — you can now procedurally scatter microdetails (like rocks, twigs, leaves, etc.) based on terrain splat maps.

For those unfamiliar:
Microdetail Terrain System is a high-performance terrain detailing tool for Unity. It allows you to paint or procedurally spawn tiny environmental details (such as debris, moss, or gravel) using SDFs and compute shaders — no actual meshes, no heavy instancing — just efficient, high-quality detail rendering.

This new feature enables automatic placement of details based on your terrain’s texture layers — for example, moss on grass or gravel on paths — with no manual painting.

Coming soon:
Custom render texture input
Slope-based distribution
Height/depth-based placement

https://u3d.as/3s3A