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"TerraForge Pro - URP"
Made in Unity 6.0; 6.1; 6.2; 6.3, 6.4, 6.5.
TerraForge Pro - URP combines dynamic hardware tessellation, interactive volumetric snow trails, Anti-tiling, Wet and puddles, Cliffs textures, water streams flowing down the terrain's, and advanced texture detailing into a single, highly-optimized package.
Engineered from the ground up with a focus on extreme performance for modern games. Unlike traditional terrain shaders that suffer from severe GPU bottlenecks when using multiple textures, TerraForge Pro implements a custom hardware-level optimization pipeline that allows up to '32 terrain layers (8 Control Splatmaps)' to render with exceptionally high frame rates.
Key Features:
✔️ Advanced Anti-Tiling Module (Horizon Grid Elimination):
Repeating texture grids (the checkerboard tiling pattern) at medium-to-long distances completely ruin the visual credibility of massive open-world terrains.
- TerraForge Pro implements a multi-stage noise-based anti-tiling system:
- 'Detail Noise Blending:' At short distances, a high-frequency grayscale detail noise texture breaks the uniformity of painted textures.
- 'Distance Resampling & Noise Warping:' At medium and long distances (smoothly fading between configured distance thresholds, e.g., 20m to 100m), the shader offsets and resamples the texture coordinates using secondary scales and low-frequency noise maps.
- 'Visual Fidelity:' Grid repetitions and tiling patterns on the horizon are completely eliminated, leaving natural-looking, organic ground blending across infinite distances.
✔️ Global Cliffs Module (Full Triplanar Mapping):
Manually painting steep rock walls on massive terrains is tedious and prone to texture stretching.
- TerraForge Pro automatically projects a vertical rock texture and normal map onto the steepest slopes of the terrain using a high-fidelity 'Triplanar Mapping system (X, Y, Z axes)' with a sharp blending power (exponent of 4). Each plane's normal map is transformed to world space individually before blending.
- 'Visual Fidelity:' Textures and lighting remain perfectly seamless and stretch-free on all steep vertical surfaces and diagonal transitions, with correct PBR lighting and normal relief from all angles.
✔️ GPU Tessellation & Displacement: Dynamic hardware subdivision based on camera proximity to render real 3D geometry with zero CPU overhead.
✔️ Interactive Volumetric Snow & Trail Deformation (Compute Shader & Inverted Physics):
Generating real 3D footprint trails and vehicle tracks in deep snow or mud usually requires heavy CPU mesh updates that ruin game performance and cause physics glitches.
- TerraForge Pro implements a GPU-driven interactive deformation pipeline:
- 'Compute Shader Stamp Painting:' Characters, tires, or spheres carry the `SurfaceDeformerStamp` component. The system paints stamps into a global `RenderTexture` via a high-performance Compute Shader, using a dual-pass ping-pong blur to simulate trail melting/wind-filling over time and smoothstep anti-aliasing to remove pixel jaggies.
- 'Inverted Elevation Logic:' Standard displacement shaders create a gap between the visual mesh and the physical collision mesh, causing players to hover in the air over footprints. TerraForge Pro solves this by physically raising untouched snow visually above the real collider, and flattening it back to the exact Unity collider level where the player steps.
✔️ Dynamic Rain Accumulation & Slope Water Streams (Wetness & Puddles):
Massive rainstorms should not only darken the ground, but create animated ripples and natural water streams flowing down the terrain's actual slopes and valleys.
- TerraForge Pro implements a multi-stage physical wetness pipeline:
- 'Raindrop Ripples & Wind Waves:' Uses an animated 8x8 flipbook normal sheet to generate realistic raindrop impact ripples inside puddles, combined with multi-directional panned wind waves.
- 'Puddle Crevice Accumulation:' Puddles accumulate flatly based on terrain slope, filling texture crevices/cavities first before expanding.
- 'Flow Map Slope Streams:' The shader reads a baked flow map generated by the `Terrain Flow Baker` to pan water stream textures along natural drainage paths on steep slopes.
✔️ Dynamic Rain Accumulation & Slope Water Streams (Wetness & Puddles):
Massive rainstorms should not only darken the ground, but create animated ripples and natural water streams flowing down the terrain's actual slopes and valleys.
✔️ Dynamic Rain Occlusion (Dry Volumes): Under-roof areas (inside houses, bridges, tunnels, or caves) should remain dry and unaffected by weather systems.
Here are the key performance pillars that set this asset apart:
✔️ 1. Active Layer Selection (GPU-based Insertion Sort):
Standard multi-layer terrain shaders process and sample all textures across all layers for every single screen pixel, even if the texture is not visible there. Sampling 32 textures per pixel ruins the GPU's texture memory bandwidth, leading to steep frame rate drops.
- TerraForge Pro dynamically scans the splatmap paint weights per-pixel. Using a lightweight 'unrolled insertion sort algorithm' executed directly on the GPU, it selects only the '4 layers with the largest weights' on that specific pixel.
- 'FPS Gain:' The GPU only performs '1 to 4 texture lookups per-pixel' instead of 32. This reduces texture sampling bandwidth consumption by up to '800%', maintaining smooth gameplay (60+ FPS) even at high resolutions like 4K.
- 'No Index Blocking:' Dynamically selecting the top 4 largest weights ensures that slopes with multiple overlapping textures blend together with pixel-perfect smoothness, completely eliminating sharp stair-step artifacts (splatmap grid blockiness).
✔️ 2. Intelligent Sampler Sharing:
DirectX 11 (Pixel Shader 5.0) limits shaders to a maximum of '16 unique physical sampler states'. When features like Dynamic Snow, Rain Accumulation (Wetness), Global Cliffs, and Wheel Tracks (Trax) are enabled together, this limit is easily exceeded, causing the compiler to crash.
- TerraForge Pro eliminates individual sampler declarations. All 15+ textures in the shader share URP's global and optimized sampler states: `sampler_LinearRepeat` (for tiling textures like albedo and normals) and `sampler_LinearClamp` (for edge-clamped textures like splatmaps and dynamic track rendertextures).
- 'Hardware Efficiency:' The physical sampler footprint is reduced from 15 down to just '2'! This guarantees permanent compiler stability and peak rendering performance on DirectX 11, DirectX 12, Metal, Vulkan, and consoles.
✔️ 3. Continuous World-Space UV Projection:
Unity's default instanced terrain rendering (Draw Instanced) often suffers from pixelated or jagged UV coordinates (`input.uv`) on steep slopes when used with custom shaders.
- The shader calculates splatmap texture coordinates dynamically at runtime using the continuous per-pixel world-space position.
- 'Visual Fidelity:' Painted boundaries and texture transitions remain perfectly smooth, rounded, and organic, entirely free of blocky geometric stair-stepping.
✔️ 4. Zero Garbage Collector (GC) Allocations:
The C# helper script `TerraForgeTerrain.cs` manages property binding to the terrain mesh using a cached private `MaterialPropertyBlock` (`_block`) updated dynamically in the editor.
- 'CPU Optimization:' This bypasses constant memory allocations on the CPU, preventing garbage collection spikes (stuttering/micro-spikes) while painting or saving the scene in the editor, and ensuring zero overhead during gameplay.
✔️ 5. Multi-Layer Deformable Splat Masks (Snow, Mud, Sand & More):
Standard terrain deformation systems limit you to a single global displacement height or restrict you to one splat layer.
- TerraForge Pro URP implements a per-layer weight accumulation shader function. You can toggle physical vertex displacement and visual tracking individually for any of the 32 painted terrain layers. To prevent visual clashing, splat layer deformation automatically fades out above the snow line (`_SnowStartHeight`).
- 'Gameplay Integration:' You can have dynamic volumetric snow on mountain peaks, wet mud tracks in valleys, and shifting sand dunes on beaches simultaneously with zero mesh overlap.
✔️ 6. Dual Custom Trail Bottoms & PBR Tread Compaction (Snow vs Ground):
Footprints and vehicle tracks should not just be simple depressions; they need to show compacted details—such as tire treads, boot patterns, or icy mud textures—at the bottom of the trails.
- TerraForge Pro features dual independent custom trail bottom profiles. The shader automatically samples and blends towards the 'Snow Trail Bottom' (above the snow line) or the 'Splat Trail Bottom' (below the snow line) depending on where the character walks or vehicle drives.
- 'Tire & Boot Details:' By enabling `_CustomTrail`, you can apply dedicated albedo textures, normal maps, tints, and tilings for the footprint interior. This allows boot soles to reveal packed granular snow or vehicle tires to draw deep rubber tread marks at the bottom of the snow/mud, using separate normal maps for realistic light occlusion and depth shadowing inside the tracks.
✔️ 7. One-Click Environment Presets System:
Adjusting dozens of sliders and keywords to configure snow, rain, wind, tessellation, and noises is slow and repetitive.
- TerraForge Pro features a smart preset selector at the top of the Custom Material Inspector. Instantly apply pre-configured environmental presets (such as 'Alpine Snow', 'Wet Mud Road', 'Arid Desert', and 'Forest Storm') that set all values and keywords in one click.
- 'Workflow Efficiency:' If you manually tweak any slider after applying a preset, the editor seamlessly reverts the dropdown to 'Manual / Custom' to preserve your changes while indicating a custom profile.
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