Procedural Terrain Shading in Unity v1.0

Опубликовано: 10 Март 2026
на канале: Matias
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[Originally uploaded in 2017]

Procedural terrain shading using Unity custom shaders (unlit vertex 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 4 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. Little tweak on those parameters seems to generate an acceptable shading, highlighting changes in elevation in a quite acceptable way, especially from far distances.

Working on:
Adding some kind of noise for texture blending
Translating given land cover maps to the already included land layers so to texture them based on that input data