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Modular Terrain Tiles

Modular Terrain Tiles · Unity 模型 · 预览图 1

资源介绍

* Tested and compatible with Unity 2022.3 LTS and above, including Unity 6. Why use a tiled system? Build terrains quickly and iterate easily. No sculpting skills required. You don't need to be Michelangelo to make beautiful looking terrain and game maps. Consistent results across maps: using a tile-set ensures visual coherence, even across multiple team members. Solves the problem of texture stretching on vertical faces, associated with height map workflows such as the default terrain system. Encourages predictable pathfinding thanks to structured, grid-based terrain layouts. True Modularity These tiles have identical edge vertex position and normals which allows for seamless snapping. Two height levels are supported for the creation of a vast array of terrain topography. Included URP and HDRP support 3 biome PBR texture sets (desert, jungle and snow) & 3 sets of associated tile prefabs 42 unique tiles in each set Albedo/ mask/ normal maps for each set - all textures are 1k or 2k 3 Demo scenes showcasing each biome Helper scripts to assist placement and variant swapping 4 Infill pieces to increase variation at tile joints 5 Example compound prefabs Map creation tutorial PDF Customisation The main shader has been built with customisation at its core. You can swap out cliff, ground and debris textures and adjust per tile specific maps, such as AO contrast and normal details. Changes to the master material will permeate down to the child materials, making it easy to change all tiles and all LODs simultaneously. Performance All tiles of the same LOD group within a biome use the same material, which allows for performance enhancing static batching. All tiles have 3 LOD levels implemented. The custom shader has options to turn off tri-planer mask and normal mapping per LOD. Limitations Note this asset is not a terrain sculptor or biome generator. It does not include tools for placing foliage or other detail items. The default state of the asset does not allow for painting of terrain. Although this is possible when combined with other plug-ins. Production Proven This asset was originally developed during the production of a commercial RTS project and has been built to meet real-world game development requirements. Mesh Density All tiles have 3 LOD levels with appox tri counts as follows: LOD 0 ~ 3k - 4k LOD 1 ~ 750 - 900 LOD 2 ~ 300-450 Colliders All tiles have mesh colliders. Material Setup The shader is custom built and uses both tile-unique maps and shared textures. All unique tiles have an AO, normal and splat map packed into texture arrays to maintain batching. Splat maps drive cliff, ground, debris and streak/dirt placement. These textures can be customised to change the appearance of the tile to get the desired outcome. The shader has other built-in customisation options such as streak wetness, shared material AO settings and per tile AO settings, along with standard options such as normal strength, tint and tiling etc. Texture Sizes AO - 512 x 512 Splat - 512 x 512 Normal - 512 x 512 and 1024 x 1024 provided Cliff, ground and debris textures use world space mapping to ensure seamlessness between tiles. There are 3 sets of shared PBR textures, all at 1024 x 1024 or 2048 x 2048. UV Maps All tiles are unwrapped for texturing (UV0). All tiles have a UV1 channel unwrap with a single island. This could be utilised for mesh painting (avoiding seams) or light-mapping.

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