Terrain uses a default shader for its material, but you can create your own material with Shader Graph to fit specific goals and improve performance.
Possibilities include high quality tile repetition break-up solutions, detail mapping, smooth blending with the distant material, parallax mapping, auto materials, tri-planar projection, and more.
To create a new Terrain material with Shader Graph:
In the Project window, right-click and select Create > Shader Graph > URP or HDRP > Terrain Lit Shader Graph.
Unity creates a Shader Graph asset. This asset is configured to use the default Terrain Lit material type, and the graph is empty, apart from the Master Stack.
Note: If you want to start from the Terrain Simple template instead of an empty graph, refer to Create a shader graph from a template.
Use the Shader Graph window to build a graph according to your needs with the available nodes, and save the Shader Graph asset.
In your project, right click on the Shader Graph asset and select Create > Material.
Unity creates a material based on your shader graph. From now, this material automatically updates if you modify and save your shader graph again.
Open your Terrain GameObject in the Inspector window.
Replace the default material with the material created from your shader graph.
Use Shader Graph to improve Terrain performance and visual fidelity.
To improve the performance of Terrain rendering, you need to sample the textures less. The default Terrain shader does three samples per layer, and another sample of the control map. To reduce sampling, do one of the following:
To improve visual fidelity, do one of the following:
Note: Many of these techniques increase the number of texture samples, which can reduce performance.
To get started with Shader Graph Terrain rendering, refer to the Shader Graph Terrain Samples documentation.
For more information on specific pipeline support, refer to: