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Data maps study in Unity using Microsplat shader by Jason Booth

Another small study on the data maps, but this time in Unity.

For this I used a terrain shader created by a game dev industry veteran, Jason Booth - Microsplat ( https://assetstore.unity.com/packages/tools/terrain/microsplat-96478 ). The core is free, but I used couple of the $$ modules that contain features like triplanar, distance based scaling, GEO tinting, Stochastic sampling (super feature that 'kills' texture tilling).

For this terrain i wanted to find out, how to use data maps and use them with the usage of this shader. In my UE material i used RGB approach where I packed 3 data maps into single RGB texture and then inside the material i pulled each channel and blended with the terrain color.

In case of Microsplat, there is no workflow like this, but there is another approach. I simply merged all 3 data maps together in GIMP and used the Global Tint feature from Microsplat global coloring module. I used the 'Multiply x2' mode.

I set overall strength of the texture to 1 (max) and then adjusted the per-texture property to get the best result. In case of this island i wanted to have a nice protrusion highlights on the rocks and touch of velocity and flow.

Overall the result is very nice, I am happy.

Terrain created with World Creator standalone PRO and Quadspinner's Gaea PRO. Textures from Game Textures.

Unity HDRP - Microsplat

Unity HDRP - Microsplat

Unity HDRP - Microsplat

Unity HDRP - Microsplat

Unity HDRP - Microsplat

Unity HDRP - Microsplat

Unity HDRP - Microsplat

Unity HDRP - Microsplat

Unity HDRP - Microsplat

Unity HDRP - Microsplat

World Creator viewport

World Creator viewport

World Creator viewport

World Creator viewport

World Creator viewport

World Creator viewport

World Creator viewport

World Creator viewport

World Creator viewport

World Creator viewport