docs.unity3d.com
  • Manual
  • Scripting API
  • Changelog
  • License
    Show / Hide Table of Contents
    • Universal Render Pipeline
    • Requirements
      • Building for Closed platforms
    • What's new in URP
    • Features
      • Feature Comparison with the Built-in Render Pipeline
    • Getting started
      • Create a Project from a Template
      • Install URP into an existing Project
      • Package samples
        • URP Package Samples
      • Scene Templates
    • Render Pipeline Concepts
      • The URP Asset
      • URP Global Settings
      • Universal Renderer
      • Deferred Rendering Path
      • Renderer Feature
        • How to add a Renderer Feature
        • Render Objects Renderer Feature
        • Ambient Occlusion
        • Decal
          • Decal Shader Graph
        • Screen Space Shadows
    • Upgrade guides
      • Render Pipeline Converter
      • Upgrading to URP 12.​0.​x
      • Upgrading to URP 11.​0.​x
      • Upgrading to URP 10.​1.​x
      • Upgrading to URP 10.​0.​x
      • Upgrading to URP 9.​0.​x
      • Upgrading to URP 8.​2.​0
      • Upgrading to URP 8.​1.​0
      • Upgrading to URP 8.​0.​0
      • Upgrading to URP 7.​4.​0
      • Upgrading to URP 7.​3.​0
      • Upgrading to URP 7.​2.​0
      • Upgrading from LWRP to URP
    • Rendering
      • How to use Render Objects Renderer Feature
    • Lighting
      • Light component reference
      • Lighting Mode
      • The Universal Additional Light Data component
      • Shadows in the Universal Render Pipeline
      • Reflection probes
      • Light Layers
      • Lens Flare asset
    • Cameras
      • The Universal Additional Camera Data component
      • Render Type
      • Working with multiple cameras
        • Camera Stacking
        • Rendering from multiple Cameras to the same render target
        • Rendering to a Render Texture
      • Clearing, rendering order and overdraw
      • Camera component reference
    • Post-processing
      • How to configure
      • Volumes
        • Volume Profile
        • Volume Overrides
      • Effect List
        • Ambient Occlusion
        • Bloom
        • Channel Mixer
        • Chromatic Aberration
        • Color Adjustments
        • Color Curves
        • Depth of Field
        • Film Grain
        • Lens Distortion
        • Lift, Gamma, and Gain
        • Motion Blur
        • Panini Projection
        • Shadows Midtones Highlights
        • Split Toning
        • Tonemapping
        • Vignette
        • White Balance
        • Lens Flare
    • Shaders and Materials
      • Shading Models
      • Complex Lit
      • Lit
      • Simple Lit
      • Baked Lit
      • Unlit
      • Particles Lit
      • Particles Simple Lit
      • Particles Unlit
      • Decal
      • Upgrading shaders from Built-in
      • Shader stripping
      • Writing custom shaders
        • Creating a sample scene
        • URP basic unlit shader
        • URP unlit shader with color input
        • Drawing a texture
        • Visualizing normal vectors
        • Reconstruct the world space positions
      • URP Shader​Lab Pass tags
    • How to
      • Blit in XR
      • Use Render Objects Renderer Feature
    • Customizing URP
      • begin​Camera​Rendering event
    • Optimization
      • Rendering Debugger
    • 2D graphic features
      • Introduction to Lights 2D
        • Requirements and setup
        • Configuring the 2D Renderer Asset
          • HDR emulation scale
          • Light Blend Styles
        • Preparing and upgrading
        • Normal map and mask Textures
        • Common Lights 2D properties
          • Lights 2D types and specific properties
        • 2D Shadows
        • 2D Renderer and Shader Graph
      • 2D Pixel Perfect
        • Cinemachine Pixel Perfect extension
    • Frequently asked questions (FAQ)
    • Known issues
    • Manual

    Terrain Lit shader

    URP uses the Terrain Lit shader for Unity Terrain. This shader is a simpler version of the Lit shader. A Terrain can use a Terrain Lit Material with up to eight Terrain Layers.

    A Terrain GameObject rendered with the Terrain Lit shader.

    How to create a Terrain Lit Material

    To create a Material compatible with a Terrain GameObject:

    1. Create a new Material (Assets > Create > Material).
    2. Select the new Material.
    3. In the Inspector, click the Shader drop-down, and select Universal Render Pipeline > Terrain > Lit.

    How to assign a Terrain Lit Material to a Terrain GameObject

    To assign a Terrain Lit Material to a Terrain GameObject:

    1. Select a Terrain GameObject.
    2. In the Inspector, click the gear icon on the right side of the Terrain Inspector toolbar to open the Terrain Settings section.
    3. In the Material property, select a Terrain Lit Material. Either use the Object picker (circle icon), or drag and drop the Material onto the property.

    Terrain GameObject Inspector, Terrain Settings.

    Using the Paint Holes Tool

    To use the Paint Holes tool on a Terrain, ensure that the Terrain Holes check box in your project's URP Asset is checked. Otherwise, the Terrain holes are absent when you build the application.

    URP Asset, Terrain Holes check box.

    Terrain Lit Material properties

    Property Description
    Enable Height-based Blend When enabled, URP takes the height values from the blue channel of the Mask Map Texture. When disabled, URP blends the Terrain Layers based on the weights painted in the splatmap Textures. URP ignores this option when more than four Terrain Layers are on the Terrain. When this option is disabled and the Terrain Lit Shader Material is assigned to a Terrain, URP adds an additional option Opacity as Density Blend for each Terrain Layer that is added to that Terrain in the Paint Texture Tool Inspector.
    - Height Transition Select the size in world units of the smooth transition area between Terrain Layers.
    Enable Per-pixel Normal When enabled, URP samples the normal map Texture on a per-pixel level, preserving more geometry details for distant terrain parts. Unity generates a geometry normal map at runtime from the heightmap, rather than the Mesh geometry. This means you can have high-resolution Mesh normals, even if your Mesh is low resolution. This option only works if you enable Draw Instanced on the Terrain.
    In This Article
    • How to create a Terrain Lit Material
    • How to assign a Terrain Lit Material to a Terrain GameObject
    • Using the Paint Holes Tool
    • Terrain Lit Material properties
    Back to top
    Terms of use
    Copyright © 2023 Unity Technologies — Terms of use
    • Legal
    • Privacy Policy
    • Cookies
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)
    "Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
    Generated by DocFX on 18 October 2023