The Triplanar module for MicroSplat add support for Triplanar UV coordinates.
Triplanar UVs are commonly used to combat stretching artifacts on vertical surfaces. While using Triplanar UVs requires 3 times as many texture samples, MicroSplat’s unique blending options can lower the cost of this effect substantially vs. other shaders.
Requires the (FREE) MicroSplat framework to be installed. Grab it from the AssetStore:
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The Terrain Blending module for MicroSplat allows you to smoothly blend objects with the terrain
Once enabled, easily blend objects with the terrain. No need to use custom shaders, generate custom meshes, or fiddle with complex settings – just add a component to your object and it will blend with the terrain beneath it.
Control the width and blend contrast of each individual object, using linear of height based blending.
Compatible with most existing shaders and materials.
When the snow module is installed, you can use the Terrain Blending component to add snow to objects as well.
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The Tessellation and Parallax module for MicroSplat adds several new features to the MicroSplat framework.
Features Added:
– Tessellation with displacement mapping
– Parallax Offset Mapping, which adds an added depth effect to tessellated or non-tessellated terrains
Per Texture strength controls are available for controlling displacement amount, displacement direction, displacement offset, and parallax amount. Effects unused are optimized out of the shader to have no cost.
MicroSplat tessellation is incredibly fast, and when enabled generates custom fallback shaders used beyond the tessellation range to reduce the cost even further
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The Paintable Puddles, Streams, Lava & Wetness module for MicroSplat add support for paintable wetness, puddles, streams and lava flows. A dynamic spawning system is also included, which allows water or lava to be poured over your terrain, flowing downhill.
Once installed, enabled any or all features and use the included painting tool to paint these effects into your terrain. Flow direction is handled automatically so that the liquids always go down hill.
Don’t want to paint your flows onto the terrain? You can generate them in realtime. Place emitters which cause lava or streams to start flowing downhill as you watch.