MicroSplat is a terrain shading systems for Unity Terrains, but it is not a reduced version of MegaSplat. It actually has better performance than MegaSplat, is easier to use, and has features which MegaSplat cannot support, such as Automatic Terrain Blending and dynamically generated fluid simulation.
However, it uses Unity’s standard terrain workflow, meaning it is limited to 16 textures on a single terrain, and does not support arbitrary meshes.
MicroSplat is also free to use, with additional modules available for purchase on a feature by feature basis. This means if you only need a few of MegaSplat’s features, MicroSplat can be significantly cheaper as well.
MicroSplat uses a new shader technique to significantly optimize rendering of terrains with more than 4 textures. It outperforms shaders like CTS/RTP by over 300%, and is so fast you can turn on features like tessellation and triplanar texturing and still out perform most shaders by a wide margin.
- I need more than 16 textures choices
- I need mesh based workflows
- I need runtime procedural texturing
- I don’t mind converting meshes or terrains to MegaSplat format
- 16 Texture choices is enough for me
- I don’t need mesh based workflows
- I want to click a button and have my terrain look amazing
- I want the absolutely fastest performance possible
- I don’t want to convert between formats, just make it work with my current terrain
MicroSplat produces beutiful results, with features modules that add amazing features beyond what other terrain shaders can do
MicroSplat is the fastest terrain shader you can buy, feature for feature.
Turn on a feature, and textures and settings are automatically configured for you, then dig in to customize everything. Setup is as easy as adding a coponent to your terrain and pressing a button.