
KEY FEATURES
Export terrain as mesh prefab: All components needed (Renderer, Material, Collider, LOD, etc) are already setup, just drag and drop the prefab to the scene. Adaptive mesh: The mesh can adapt to the height map complexity, less polygon at plain areas, more polygon at rough areas. A huge save to vertex memory. Mesh splitting: The terrain will be cut into several smaller chunks to get around the 65k vertex limit. Up to 4 LODs: Seamless transition between LOD, no gap! XZ displacement: Offset the vertex on XZ plane to break the uniform look. Holes support: Cut the polygons away for the hole, add more polygon to emphasize the hole edge. No need to setup triggers for hole interaction. Hard/smooth normals: Cover both low poly & stylized shading style. Merge UV: Collapse the polygon's UV for sharp color. 2 material variants: Use splat textures (4 layers without normal maps) or use albedo/metallic map. Runtime conversion: Convert terrain at runtime using the TerrainToMeshConverter class. *Tree & detail export is NOT supported at the moment.
SUPPORTED RENDER PIPELINES
Standard RP. Universal RP. Other RP needs material binding setup.
REQUIREMENTS
Unity 2020.3+ PACKAGE DEPENDENCY
The following package is required for the tool to work:
Mathematics (com.unity.mathematics) COMMUNITY
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OUR NEWEST PRODUCT
Vista - An advanced procedural terrain editor using graph-based and non-destructive workflow, with a robust biome system. It give you total control in your hands to create lively terrains with realistic simulations.
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