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    Modify the Terrain heightmap

    The example code below tells Unity to use the built-in painting Material to modify the Terrain's heightmap, and render a Brush preview in the Scene view.

    using UnityEngine;
    using UnityEditor;
    using UnityEditor.TerrainTools;
    
    class CustomTerrainTool : TerrainPaintTool<CustomTerrainTool>
    {
        private float m_BrushOpacity = 0.1f;
        private float m_BrushSize = 25f;
        private float m_BrushRotation = 0f;
    
        // Name of the Terrain Tool. This appears in the tool UI.
        public override string GetName()
        {
            return "Examples/Custom Terrain Tool";
        }
    
        // Description for the Terrain Tool. This appears in the tool UI.
        public override string GetDescription()
        {
            return "This is a custom Terrain Tool that modifies the Terrain heightmap.";
        }
    
        // Override this function to add UI elements to the inspector
        public override void OnInspectorGUI(Terrain terrain, IOnInspectorGUI editContext)
        {
            m_BrushOpacity = EditorGUILayout.Slider("Opacity", m_BrushOpacity, 0, 1);
            m_BrushSize = EditorGUILayout.Slider("Size", m_BrushSize, .001f, 100f);
            m_BrushRotation = EditorGUILayout.Slider("Rotation", m_BrushRotation, 0, 360);
        }
    
        // Ease of use function for rendering modified Terrain Texture data into a PaintContext. This is used in both OnRenderBrushPreview and OnPaint.
        private void RenderIntoPaintContext(UnityEngine.TerrainTools.PaintContext paintContext, Texture brushTexture, UnityEngine.TerrainTools.BrushTransform brushXform)
        {
            // Get the built-in painting Material reference
            Material mat = UnityEngine.TerrainTools.TerrainPaintUtility.GetBuiltinPaintMaterial();
            // Bind the current brush texture
            mat.SetTexture("_BrushTex", brushTexture);
            // Bind the tool-specific shader properties
            var opacity = Event.current.control ? -m_BrushOpacity : m_BrushOpacity;
            mat.SetVector("_BrushParams", new Vector4(opacity, 0.0f, 0.0f, 0.0f));
            // Setup the material for reading from/writing into the PaintContext texture data. This is a necessary step to setup the correct shader properties for appropriately transforming UVs and sampling textures within the shader
            UnityEngine.TerrainTools.TerrainPaintUtility.SetupTerrainToolMaterialProperties(paintContext, brushXform, mat);
            // Render into the PaintContext's destinationRenderTexture using the built-in painting Material - the id for the Raise/Lower pass is 0.
            Graphics.Blit(paintContext.sourceRenderTexture, paintContext.destinationRenderTexture, mat, 0);
        }
    
        // Render Tool previews in the SceneView
        public override void OnRenderBrushPreview(Terrain terrain, IOnSceneGUI editContext)
        {
            // Dont render preview if this isnt a Repaint
            if (Event.current.type != EventType.Repaint) return;
    
            // Only do the rest if user mouse hits valid terrain
            if (!editContext.hitValidTerrain) return;
    
            // Get the current BrushTransform under the mouse position relative to the Terrain
            UnityEngine.TerrainTools.BrushTransform brushXform = UnityEngine.TerrainTools.TerrainPaintUtility.CalculateBrushTransform(terrain, editContext.raycastHit.textureCoord, m_BrushSize, m_BrushRotation);
            // Get the PaintContext for the current BrushTransform. This has a sourceRenderTexture from which to read existing Terrain texture data.
            UnityEngine.TerrainTools.PaintContext paintContext = UnityEngine.TerrainTools.TerrainPaintUtility.BeginPaintHeightmap(terrain, brushXform.GetBrushXYBounds(), 1);
            // Get the built-in Material for rendering Brush Previews
            Material previewMaterial = TerrainPaintUtilityEditor.GetDefaultBrushPreviewMaterial();
            // Render the brush preview for the sourceRenderTexture. This will show up as a projected brush mesh rendered on top of the Terrain
            TerrainPaintUtilityEditor.DrawBrushPreview(paintContext, TerrainBrushPreviewMode.SourceRenderTexture, editContext.brushTexture, brushXform, previewMaterial, 0);
            // Render changes into the PaintContext destinationRenderTexture
            RenderIntoPaintContext(paintContext, editContext.brushTexture, brushXform);
            // Restore old render target.
            RenderTexture.active = paintContext.oldRenderTexture;
            // Bind the sourceRenderTexture to the preview Material. This is used to compute deltas in height
            previewMaterial.SetTexture("_HeightmapOrig", paintContext.sourceRenderTexture);
            // Render a procedural mesh displaying the delta/displacement in height from the source Terrain texture data. When modifying Terrain height, this shows how much the next paint operation will alter the Terrain height
            TerrainPaintUtilityEditor.DrawBrushPreview(paintContext, TerrainBrushPreviewMode.DestinationRenderTexture, editContext.brushTexture, brushXform, previewMaterial, 1);
            // Cleanup resources
            UnityEngine.TerrainTools.TerrainPaintUtility.ReleaseContextResources(paintContext);
        }
    
        // Perform painting operations that modify the Terrain texture data
        public override bool OnPaint(Terrain terrain, IOnPaint editContext)
        {
            // Get the current BrushTransform under the mouse position relative to the Terrain
            UnityEngine.TerrainTools.BrushTransform brushXform = UnityEngine.TerrainTools.TerrainPaintUtility.CalculateBrushTransform(terrain, editContext.uv, m_BrushSize, m_BrushRotation);
            // Get the PaintContext for the current BrushTransform. This has a sourceRenderTexture from which to read existing Terrain texture data
            // and a destinationRenderTexture into which to write new Terrain texture data
            UnityEngine.TerrainTools.PaintContext paintContext = UnityEngine.TerrainTools.TerrainPaintUtility.BeginPaintHeightmap(terrain, brushXform.GetBrushXYBounds());
            // Call the common rendering function used by OnRenderBrushPreview and OnPaint
            RenderIntoPaintContext(paintContext, editContext.brushTexture, brushXform);
            // Commit the modified PaintContext with a provided string for tracking Undo operations. This function handles Undo and resource cleanup for you
            UnityEngine.TerrainTools.TerrainPaintUtility.EndPaintHeightmap(paintContext, "Terrain Paint - Raise or Lower Height");
    
            // Return whether or not Trees and Details should be hidden while painting with this Terrain Tool
            return true;
        }
    }
    
    
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