Explore the properties and settings you can use to customize the default TerrainThe landscape in your scene. A Terrain GameObject adds a large flat plane to your scene and you can use the Terrain’s Inspector window to create a detailed landscape. More info
See in Glossary Lit shaderA program that runs on the GPU. More info
See in Glossary graph in the Universal Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary (URP).
Some properties might not work as expected, because the terrain system adds two additional shader passes when it generates a terrain shader. The passes are the following:
The default Vertex and Fragment Contexts contain the following Blocks. Which Blocks display might change depending on the graph settings.
The default values are the values from the meshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
See in Glossary.
Input | Type | Description |
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Position | Vector3 | Sets the vertex position in object space. Note: The vertex position has no effect on the Basemap Rendering pass. |
Input | Type | Description |
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Base Color | Vector3 | Sets the base color of the material. The default is Color.grey . |
Normal (Tangent Space) | Vector3 | Sets a custom normal mapA type of Bump Map texture that allows you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry. See in Glossary to simulate bumps and grooves on the surface of the spriteA 2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. More info See in Glossary. For more information, refer to Add normal map and mask textures to a sprite. |
Metallic | float | Sets how metallic the surface of your material is. The range is between 0 and 1. A higher value means the surface reflects the environment more, and its albedo color becomes less visible. A lower value means the albedo color is clearer, and reflections from the environment are visible on top of the surface color, rather than obscuring it. A value of 1 means the the surface color is entirely driven by reflections from the environment. |
Emission | Vector3 | Sets the color the material emits as a light source. The default is black. For more information, refer to Add light emission to a material |
Smoothness | float | Sets the smoothness of the material. Every light ray that hits a smooth surface bounces off at predictable and consistent angles. For a perfectly smooth surface that reflects light like a mirror, set this to a value of 1. Less smooth surfaces reflect light over a wider range of angles, so the reflections have less detail and spread across the surface in a more diffused pattern. |
Ambient OcclusionA method to approximate how much ambient light (light not coming from a specific direction) can hit a point on a surface. See in Glossary |
float | Sets how much ambient lightLight that doesn’t come from any specific direction, and contributes equal light in all directions to the Scene. More info See in Glossary reaches the surface, rather than being occluded. A value of 0 means the fragment is completely occluded and appears black. A value of 1 means the fragment is not occluded at all, and the ambient color does not change. |
Alpha | Float | Sets the alpha of the material. The range is 0 to 1. The default is 1. |
Alpha Clip Threshold | Float | Sets the minimum alpha value for a pixelThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info See in Glossary to be visible. The range is 0 to 1. The default is 0.5. This property is only available if you enable Alpha Clipping in the graph settings. |
Explore the shader graph settings you can use to customize the Fragment and Vertex contexts.
For more details about graph settings that are common to all shader graph shaders, refer to Graph Settings tab.
Setting | Description |
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Depth Write | Determines whether the shader writes depth information to the depth buffer. The options are:
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Depth Test | Sets the conditions under which geometry passes or fails depth testing. The GPU doesn’t draw pixels that fail a depth test. For more information, refer to Control material properties in the Inspector window. |
Alpha Clipping | Discards pixels if their alpha value is lower than a threshold value. Enabling this setting adds the Alpha Clip Threshold Block to the Fragment context. To access the holes texture from the Terrain Texture Node, you must enable this property. |
Cast Shadows | Enables the terrain casting shadows onto itself and other GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info See in Glossary. |
Receive Shadows | Enables the terrain receiving shadows from other GameObjects. |
Fragment Normal Space | Specifies the normal map space that this material uses. The options are:
|
Custom Editor GUI | Renders a custom editor GUI in the InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info See in Glossary window of the material. Enter the name of the GUI class in the field. |