Z-Terrain: Zero Deform Ultimate Mobile Landscape View on Asset Store (opens in new tab)

Package details

Latest version
1.0
Last updated
First released
Unity version
2022.3.62 or later
Package size
55.8 MB
Files
125
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Z-Terrain: Zero Deform Ultimate Mobile Landscape

by SmallBurger (opens in new tab)

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Z-Terrain is an object-based, zero-deform mobile terrain system. Achieve 13-layer blending at a rock-solid 60 FPS on low-end GPUs, and say goodbye to tedious terrain baking and mesh stitching!

Price $70.00

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Price history

Last 6 months

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Price history for Z-Terrain: Zero Deform Ultimate Mobile Landscape, 6 months Current $70.00; lowest $49.00; highest $70.00 in this period. $0 $50 $100 Sep Oct Nov

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Z-Terrain: Zero Deform Ultimate Mobile Landscape screenshot 1

Z-Terrain: Zero Deform Ultimate Mobile Landscape screenshot 1

About this asset

Traditional mobile terrain rendering is a performance killer and a workflow nightmare. If you're tired of wasted vertices on flat areas, the "baking hell" of moving a lake, or performance tanking due to multi-pass shader limits, Z-Terrain is your ultimate solution.

Z-Terrain introduces a "Zero Deform, Object-Based" paradigm. Instead of fighting Unity's native terrain or destructive mesh-conversion tools, Z-Terrain uses a highly optimized flat grid. Mountains, lakes, cracks, and depressions are placed as independent drag-and-drop objects. Our custom shader calculates height, normal data, and depth blending in real-time, creating a perfect, automatic edge blend with the ground.

🔥 Core Highlights:

  • 13-Layer Blend & 1-Pass Rendering: Bypassing the mobile 16-sampler limit, Z-Terrain merges Control Maps, Albedos, and Normals into Texture2DArray. This guarantees 13+ layer blending in a single pass, maintaining a rock-solid 60 FPS on legacy mobile GPUs (like the Mali-G71) with just 1 Draw Call.
  • Zero-Deform Water & Subsurface: No need to destroy your heightmap or use expensive Stencil buffers to dig a pond. Place our Lake or Crack object, and the shader dynamically handles back-face occluding and alpha transparency to "cut" the hole seamlessly.
  • Flawless Cross-Page Integration: Say goodbye to hard edges. Z-Terrain utilizes World-Space sampling, allowing massive scene objects to cross multiple Control Map boundaries with perfect, math-driven texture transitions.
  • Compute Shader Brush: Ditch the laggy Fragment Shader workflows. Z-Terrain's proprietary editor tool uses a Rect-bounds localized pixel update architecture via Compute Shader, ensuring buttery-smooth painting across massive terrains with zero wasted GPU compute.

From the publisher's Asset Store listing.

Technical details

  • Architecture: Object-based landscape framework with Zero Grid Deformation.
  • Texture Management: 100% Texture2DArray driven (Control Maps, Albedo, Normal) to bypass mobile texture sampler limitations and eliminate Multi-Pass overhead.
  • Seamless Edge Blending: World-Space position sampling combined with dynamic height/normal intersection calculation.
  • Subsurface Visibility: Stencil-free hole punching using Cull Off and back-face occluding forward surface algorithms for accurate depth transparency.
  • Editor Tooling: Blazing-fast Compute Shader brush featuring precise Rect-bounds pixel read/write capabilities ([numthreads(8,8,1)]).
  • Performance: SRP Batcher compatible; achieves immense terrain rendering in a single Draw Call.
  • Supported Pipelines: URP compatible.
  • Target Platforms: Highly optimized for Mobile (Android & iOS). Perfectly suitable for PC and Console.
  • Currently does not support Unity's built-in URP SSAO.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
2022.3.62f3 Not listed Compatible Not listed

As listed on the Asset Store.