

Note: Any calculation or number below depends on dimensions of 1000 x 120 x 1000m. Common resolutions for a heightmap are 257px / 513px or even 1025px. Let’s say we will set up a terrain with the dimensions of 1000 x 120 x 1000m. So first we will have a look at the different resolution settings and how they will affect your 'freedom of design' and the performance – better: the number of draw calls and memory usage: =Heightmap resolution= Note: If you don’t need very high mountains just set the height as low as possible because this will give you more accuracy on the y-axis. From the performance’s point of view less is more. * Do I really need a terrain? Wouldn't some modeled meshes do a better job? This first section is about finding the right setup for creating your terrain – about balancing performance and the level of detail.Īnd as it isn’t easy at all to change any of the basic resolution parameters afterwards without losing a lot of your work, you really should pay some attention to do the setup carefully. = Step 1: Resolution settings = Some questions that might help to find the right setup * What size should the terrain have? * How do the boundaries of the terrain look like? Is it an island? Or are there some mountains or walls? * What would be the max height of the terrain? * Which details would i like to be part of the terrain? Hills, mountains, paths. I really like the idea of this place becoming some kind of central knowledge database for all questions on the terrain engine. And if you would like to add something new do not hesitate to do so.


#NATURE SOFT OCCLUSION SHADER UNITY FREE#
So please feel free to edit and correct any part of this tutorial. I have tried to proof as many of my statements as possible but I can not rule out that it still contains some mistakes. You can view and copy the source of this page: = Preface = This tutorial is based on my – I have to admit: few – experiences with Unity’s built in terrain engine. The action you have requested is limited to users in the group.
