Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by Norrin · Jan 06, 2014 at 01:47 AM · shaderterrainperformanceprocedural

Procedural texturing of low poly plane

Im trying to create a procedurally generated terrain with a low-poly (flat shaded) look. So far its been going well but i've run into a problem:

I dont know how I should texture/color it. Basicly I wanted to only use solid colors for the triangles so right now im using a modified specular surface shader that chooses colors depending on worldPos and worldNormal of the surface in question. But that didnt turn out to be such a great idea. I get lots of branching (is that the right term?) even with 4 different colors. (Sand, plains, mountains and snow) Whats the appropriate way of doing it? I would like to be able to attach quite a alot of logic to what texture/color goes where besides normal and position.

One other thing, the "terrain" is a plane that I applied my a generated heightmap onto. The builtin terrain system kept acting up and I dont like it when I dont know what happens in the background. Should I continue this course or try to "tame" the builtin terrain component?

So basicly, its two questions: 1. Should I keep using a (and then stich together multiple) plane(s) or a switch over to the builtin terrain system? 2. How should I texture/color the plane/terrain?

Please keep in mind, im a shader newbie, but ive got 10+ years of C# behind me.

Thanks in advance.

alt text

lowpolylook.png (159.5 kB)
Comment
Add comment · Show 4
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Ardivaba · Nov 10, 2014 at 05:37 AM 0
Share

I've been wondering that same thing. Interestingly renderer can take multiple materials and mesh object has multiple uv arrays.

avatar image SketchyRandom · Apr 10, 2015 at 01:30 AM 0
Share

This isn't really related to the question but how did you do the water, I'm working on a similar project but I don't know how to make different biomes, water and that. Also I colored my terrain by coloring each vertex a different color and then you can kind of go from there, although you do need to get a shader to allow vertex coloring.

avatar image Norrin · Apr 10, 2015 at 06:25 AM 0
Share

SketchyRandom, yeah - I tried vertex coloring with a shader aswell, but I had some performance problems. Can't remember, this project has been shelved. :) Anyway, regarding the water, it's just to semi transparent planes slightly offsetted from each other.

avatar image Blackup · Apr 10, 2015 at 07:48 AM 0
Share

By your requirements, it sounds like it's time to start playing with programmable shaders. Theoretically you would evaluate the elevation of each vertice and decide what color to use from there.

If you plan on using textures in the future, then you will want to look into tri-planar shaders.

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

22 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How to make cheap terrain for ocean floor? 0 Answers

Speed Tree 8 shader (among others) unnecessarily taking up RAM? 3 Answers

Adding multiple textures to a procedurally generated terrain mesh? 0 Answers

Strange shading on procedural mesh 0 Answers

Procedural heightmap shader - Normals and tangents 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges