TerraShade - Terrain & Object Shaders

TERRA

(0)
$110
Publisher TERRA
File size 31.74MB
Number of files 156
Latest version 1
Latest release date 2024-08-10 11:27:11
First release date 2024-08-10 11:27:11
Supported Unity versions 2018.4.2 or higher

🌟 TRY BEFORE BUY: Tropical Island Scene


Anything you see in the videos and screenshots are all included in the package through demo scenes.



This is a bundle package including:


TerraFormer - Advanced Terrain Shader

&

FloraShade - Digital Environments Uber Shader


our latest terrain & object shaders but merged into a single solution showcased in a small island demo scene where you can dynamically control weather and seasonal effects between sunny, rainy & snowy all in real-time and gradually over time.



Quick Discord Support | Discussion Thread | TerraFormer Tutorials | FloraShade Tutorials | Forums | Services



Deals & Discounts (Upgrade Path):

TerraShade -> TerraWorld 2023: 25% off

TerraShade -> TerraLand 4: 25% off



⚡ Please note that for the best visuals, the tropical island demo scene has been made using HDRP and uses heavy post processing effects and graphics features, so the scene setup does not represent performance in any ways. To measure shaders' performance, it is recommended to test FPS in a minimal scene with no effects in place based on your target project and platform.


TerraFormer (terrain shader) is not made for mobile or VR platforms and it's PC only but FloraShade (objects shader) can be used in any desktop and mobile platforms since both of these shaders come as a modular system where you can enable/disable certain features through material UI.


⚡ Both TerraFormer & FloraShade included in this package come with their corresponding demo scenes of mountains & island for both HDRP & URP independently so you can see the shaders working in multiple scenarios.


🌟 To get full details on included solutions in this bundle, refer to each product page's description: TerraFormer | FloraShade



🌄TerraFormer FEATURES


Performance: TerraFormer supports Instanced Drawing for all shaders to greatly improve terrain rendering performance by taking most of rendering fully on GPU which lowers drawcalls significantly and also brings so much better visuals for terrain shadows and per-pixel normalmaps


Color Tint: Each terrain layer can have its color tint blended with its albedo texture for color controls on surface


Tessellation (Available in HDRP Tessellated version): GPU Tessellation which adds another dimension to layers and makes the surface being extruded in 3D via depth data stored in maskmap’s blue channel which comes with plenty of performance controls divided for each terrain layer exclusively


Ambient Occlusion: Controls AO intensity for each terrain layer separately


Snow: Fully PBR Snow rendering on surface distributed by GPU based on slope, height, normals, tessellation, smoothness, AO, color and procedural noise


Puddles: GPU based photorealistic puddles which automatically scatters puddles’ regions based on terrain slope and height plus terrain layers’ heightmap & normalmap data which makes your scenes shiny and beautiful as nature does in real life


Wetness: Makes your terrain surface look wet if the weather state is not dry and comes with Rain settings to add ripples on surface with various options to control


Tiling Remover: Advanced hex-based tiling remover algorithm to remove repetitive tiling artifacts for seamless textures which automatically adopts itself with layers’ heightmap & normalmap data even if the surface is GPU tessellated which transforms the rendering of textures so organic


Colormap Blending: Blends satellite image or colormap with terrain layers at given distance to bring the overall look of the real-world area added to scene visuals


Heightmap Blending: Uses an advanced technique to make the layers’ blending and transitions more organic and realistic via 3D shapes and depth data stored in maskmap’s blue channel as heightmap


Procedural Texturing (Splatmapping): Proprietary feature provided by TERRA team which greatly enhances splatmapping and layer’s blending utilizing pixel space calculations on GPU to scatter and blend layers in an organic manner via procedural noise functions


Terrain Holes: Compatible with Unity terrain's hole system to create tunnels and caves in your scene


Unity Terrain Layer Assets: TerraFormer is fully PBR and can control Normalmap Strength, Metallic, AO, Height & Smoothness along with Tiling Size & Offset for each layer directly via its terrain layer asset linked with terrain(s) in standard terrain creation protocols




🌷 FloraShade FEATURES


Main Properties: FloraShade is fully PBR material and supports Maskmaps (R: Metallic, G: AO & A: Smoothness) alongside Albedo and Normalmaps where you can control global Tint Color & Emission for models.


Detail Map: Takes its mask from its Albedo’s Alpha channel and can be set to World Space, UV0 & UV1 channels for the best controls which blends detail textures with main albedo, normalmap & maskmap while it also comes with its own albedo, normalmap & maskmap to act as a decal or a generic high resolution texturing on top of main texture maps.


Wind: Advanced procedural wind simulation suitable for any type of models such as trees (bark, trunk, branch, leaves…), grass, flag, shades and possibly any animated entities thanks to its 3 main wind types (Micro, Secondary & Base) which can be combined together for fully customizable and fast wind effects based on vertex animations. We tried to make these wind algorithms as generic as possible so you don't need to insert any baked maps (optional) or perform any extra steps, thanks to its various setup options.


Snow: FloraShade can simulate snow on top of models’ surfaces based on various conditions and settings such as coverage, start height, fading, noise, smoothness glitters suitable for any organic or hard surface materials.


Geom/Terrain Blending (FloraShade Standard only): This is a visually stunning feature which blends 2 or multiple intersected models (e.g., a rock placed on terrain) so that it will look like these models are merged into one seamless model with dithered fading. It works on any models including terrain and comes with 2 main modes of Depth-Based (only on Transparent materials) and Object-Based without any warmup stages or data baking which operates automatically in real-time on GPU.


Satellite Image (Colormap) Blending: This feature adds extra color tint blended with main color for procedural variations to remove repetitive and flat coloring on models based on a given colormap or satellite image as the underlying pixel color with its exclusive color correction, distance and strength options.


Distance Fade: Dither-based Fade which controls rendering of objects based on a start and end distance range to smoothly transition model’s visibility from fully visible to completely faded visuals which is mostly suited for smaller models such as grass, flowers, bushes, shrubs and etc.


Wetness & Rain: Simulates wet surfaces based on Maskmap’s Smoothness (Alpha channel) data along with its Rain Ripples simulation based on world normal suited to bring shininess and reflection effects in the 3D world.


Translucency: Adds translucency to the model surfaces which simulates sunlight scattering through the surface. This option greatly improves light and shadow rendering for more photo-realistic visuals especially on foliage and vegetation models. URP version comes with SSS (Sub Surface Scattering) implementation.


Link Materials: Some of the sections’ parameters in material can be linked with other materials on the same model (MeshRenderer) so that you don’t need to set the same parameters for each material one by one. These sections which may need to be set globally on all materials are Wind, Snow, Satellite Image (Colormap) Blending, Distance Fade, Wetness & Rain. Note that this feature only works when setting material parameters when the model is selected in scene and will not work if material is directly selected from project panel.


Seasonal Effects: FloraShade uses Unity’s built-in material API so that you can change all material parameters through your codes in both editor and runtime. For better understanding of the system refer to the demo scene “Tropical Island” which comes with the package where we can switch between Sunny, Rainy & Snowy scene setup plus enabling/disabling “Geom-Terrain Blending”, "Detail Textures" & "Sorting Priority" from SceneManager object in scene.


SRP Batcher: FloraShade is SRP (Scriptable Render Pipeline) Batcher compatible which is a draw call optimization that significantly improves performance for applications that use an SRP. The SRP Batcher reduces the CPU time Unity requires to prepare and dispatch draw calls for materials that use the same shader variant.


Shader Graph Support: FloraShade has been made on top of Unity’s Shader Graph system via its built-in and our custom nodes which can be edited and customized at any time while being up to date with Unity’s graphics improvements and fast algorithms. It means that if needed, you can also convert this material for BIRP or your custom RP but not officially supported by us.


Global Manager (WIP): A system that can control global features from one place as a component in scene to control effects like snow, rain & wetness, detail maps, translucency and etc. universally in the 3D world. This system is an ongoing process currently and will be extended in future versions.


TerraFormer Compatible (WIP): We will update FloraShade’s core features and its “Global Manager” component to be compatible with TerraFormer shader to make a seamless environment with high-end visuals and graphics. This system is an ongoing process currently and will be extended in future versions.



🌟 All shader features can be enabled/disabled in a modular form on material and there are tooltips for all of the parameters to understand their functionalities.

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