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Question by Der_Kevin · Dec 02, 2015 at 03:00 PM · terrainlow polyflat

LowPoly/Flat Unity terrain shader?

Hey, i am working on a runtime terrain editor and i want to achieve the look that astroneer has (http://astroneer.space/) alt text

so as far as i can tell from testing, the look is impossible to reproduce with "just" changing some terrain setting values. and since it should be editable during runtime, i also can not export it as obj and "flat" it by changing the import settings or using something like "poly world".

so is there any other solution?

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avatar image Owen-Reynolds · Dec 02, 2015 at 11:23 PM 0
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This is for the player to edit terrain? Seems like you might just hand-make a 10x10 (for example) set of quads and hand-place them over the section being edited.

That would allow you to make them look nicer. Give them a small border, or a slight checker-board pattern. Or color by height ... . As the player moved the edit area, "good" Terrain would appear as you moved your squares away, which I think would look nice.

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Answer by Cherno · Dec 02, 2015 at 04:23 PM

No smoothing groups because each face uses it's own normal. I doubt that it can be done with Unity's terrain system, but it'S no problem if you create your own mesh from script.

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avatar image Bunny83 · Dec 02, 2015 at 04:49 PM 0
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Right. However the term "smoothing groups" only applies to modelling software. At runtime there is nothing like a smoothing group. Only vertex normals. In general there several ways to achieve flat-shaded polygons:

  • Create a mesh without shared vertices. So each face has a unique set of vertices and all vertex normals of a face equal the surface normal.

  • Write a special shader that calculates the normal in the fragment shader by using the ddx and ddy partial derivative functions and use the cross product.

  • If your target platform supports geometry shaders you could calculate the normal there. The geometry shader is called once for each primitive / face

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