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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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- 2
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- 9
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- $49.00 on
Keywords
Z-Terrain: Zero Deform Ultimate Mobile Landscape
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!
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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
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 2022.3.62f3 | Not listed | Compatible | Not listed |
As listed on the Asset Store.