Customized Terrain Shader
I do not know how one can program a shader, however fortunately Unity has a bundle to make shaders in a GUI atmosphere referred to as Shader Graph. To begin off, I wanted to recreate an ordinary terrain shader in shader graph. I managed to discover a tutorial on how to do that in shader graph by Léo Chaumartin
As soon as I had a whole terrain shader, I might add and edit it to cease textures from repeating. First, I added a procedural noise to mix with the ultimate results of the textures. This may give the general terrain mild and darkish areas.
To get the textures to cease repeating, I wanted to rotate the UVs of every particular person tile one way or the other. I managed to discover a shader graph tutorial by Ben Cloward referred to as infinite hex tiling. I adopted all of the directions of his tutorial and I used to be left with a bunch of sub graphs that I used to exchange the UV and sampling nodes within the terrain graph.
There are a lot of water shader tutorials on the market, I made a decision to go together with PolyToots tutorial that may be discovered right here. To make my very own regular map asset for the water, I used the freeware model of Challenge Dogwaffle. In Challenge Dogwaffle, I rendered a black and white plasma noise, then to make the tiling seamless, I ran the feel by means of a seamless texture device, and at last, I imported the feel into Unity and transformed it to a traditional map by means of grey scale.