[Originally uploaded in 2017]
Procedural terrain shading using Unity custom shaders (unlit vertex, geometry and fragment shaders)
Features:
Terrain mesh generation by vertex displacement (based on heightmap)
Height exaggeration parameter to exaggerate terrain elevation
Configurable min and max heights
Allows up to 5 terrain layers to be blended based on specified textures and blending parameters
Height lines drawing in order to get a better perception of terrain elevation.
Height based shading and slope based shading mixed together
Slopes lines drawing in order to get a better perception of terrain slope.
Diffuse lighting for a pre-existent directional light
Vertex normal, face normals and edge drawing allows visualization of terrain elevation, slope and mesh geometry
Working on:
Translating given land cover maps to the already included land layers so to add this extra information to the actual shading solution
Triplanar shading in order to reduce texture-stretching
General lighting enhancements