For this project, I designed a general-purpose landscape material system built to balance procedural automation with artistic freedom while maintaining performance awareness.
The goal was to create a flexible shader architecture that could scale from minimal to complex without unnecessary cost.
The material is structured using static switches, allowing entire branches of logic to be compiled out when disabled. This ensures that optional features do not impact performance when not in use.
Core features include:
• Distance-Based Tiling
Texture scale adapts to camera distance to reduce visible tiling artifacts.
• Triplanar Projection (Optional)
Eliminates UV stretching on steep terrain surfaces.
• Steepness-Based Procedural Layering
Up to five landscape materials are automatically distributed based on surface slope, providing an intelligent base layer.
• Artist Override Layer
Landscape painting allows manual refinement on top of procedural distribution.
• Height-Blended Vertex Painting
Material transitions use height information to create more natural blends.
• Snow and Water Masks
Rule-driven masking layers that can be enabled independently for environmental effects.
The architecture separates procedural logic from artistic control, ensuring that automation accelerates production without limiting creative flexibility.
This system was designed not just as a material, but as a reusable foundation for scalable environment production.