MegaSplat compiles just the options you need from a simple GUI on your material, writing an optimized shader every time. Want a shader with tessellation, flow mapping, paintable puddles, multiple layers, and a macro texture that uses local space projected UVs with global snow? No problem.
No more fumbling around trying to find the right combination of features in a huge list of shaders, just dial up the features you need and the shader is created for you. Any combination of features you want, created and optimized just for you.
MegaSplat’s tessellation works on any hardware capable of Shader Model 4.6, which includes DX11, OS X, Consoles, and even some mobile devices.
The displacement engine's unique features allowing you to shape the displacement, control the amount of displacement, and the direction of displacement for each texture. You can even dampen the amount of displacement by painting across the surface. Displaced surfaces areas can be computed by distance or edge length, and you can phong smooth the surface before displacement is applied to give the terrain a smoother overall look.
Tessellation with displacement is not just for pretty pictures; MegaSplat includes examples of how to integrate physics with displacement mapping, allowing characters and objects to correctly interact with the displaced terrain.
Enable Flow Mapping to create moving surfaces on your mesh, and paint the flow direction and speed, all in the same shader. You can even have refractive surfaces like water, which distort the surfaces underneath.
Each texture can have it’s own flow parameters, so you can even combine lava and multiple waters in the same shader.
Choose from 6 packing formats for textures depending on the features you need. If you don’t need Metallic or Emissive surfaces, you could choose the NormalSAO packing mode, which allows you to get a fully Physically based rendering surface with Albedo, Height, Normal, Smoothness, and Ambient Occlusion packed into just 2 textures, This greatly decreases the cost of the shader vs. Unity’s native packing format. Or choose MSEO, which gives you per pixel metallic and an emissive mask with just 3 textures per surface.
Or ditch PBR rendering and go for something styalized and non-photorealistic using a texture based lighting approximation. The choice is yours.
Paint puddles where ever you want them, and control flow direction with the flow mapping painter. Multiple BDRF’s are available, as well as tinting colors to get different types of water, from dark and dirty to clear streams.
You can also paint wetness over surfaces, and control the porosity of each texture, to produce wet surfaces that look realistic.
Finally, add raindrops for your weather system.
Puddles not your thing? How about paintable lava, with easy customization to suite the style you want.
Or paint rivers and streams right into your terrain, and watch the water refract the surface below it and foam up around the rocks.
Fade to a Macro texture over a distance to increase performance, or blend one in with an overlay blend mode, the choices are many. Macro Texturing can be used as an optimization, as a way to provide color consistency, or to create stiated rock formations by applying global textures based on height.
You can even “Render Bake” your paint job to a set of standard textures when your done.
Detail textures can be applied globally, or per texture, allowing for nearly infinite detail.
You can control many parameters separately for each of the 256 possible textures you can use. Want one texture to be scaled differently? Be displaced more or less than another? Per texture properties give you control over how each texture is rendered.
MegaSplat’s UV system is completely generalized. You can choose a UV set for each layer. For instance, you might want your splat maps to be triplanar textured, but your macro texture to use the second UV set from your mesh.
You can even project UVs in Local or World Space onto your mesh.
MegaSplat includes examples showing how to efficiently modify meshes and terrains at runtime, easily modifying your texturing, causing puddles to form, rivers to flow, snow to depress, or any other change you can think of.
Blend MegaSplat textures over standard objects as well, giving multiple instances of a single object unique details.
The basic MegaSplat technique is exposed as nodes in Amplify Shader Editor, allowing you to use 256 texture height map based blending in your own shaders.
Animate Snow in and out of your scene with ease. Use the puddles feature to cause streams to form and melt away the snow. Control erosiion, ice crystal formation (fluffy vs. icy). Snow works with displacement ang height information as well, to dynamically cover surfaces and reveal rocks and details as it melts away.
Paint holes in your surfaces, or have alpha channels for each splat texture. The choice si yours to make...
With MegaSplat, you can put all of your textures into a single set of texture arrays and render entire scenes using a single material. No more packing things into texture pages and adjusting the UVs; you can even have textures which tile, all in the same draw call.
The ‘Disable Bottom Layer Blending’ option keeps the shader incredibly cheap, and you can still use a two layer shader to paint additional details on top.
Going for that ‘low poly’ look? MegaSplat can automatically hard edge all geometry in the shader, avoiding the need to do this in your modeling progam. The blend between the original normals and the hard edges can be easily controlled.
Runtime procedural techniques can texture your terrain and objects without painting! Or design your own procedural texturing approaches using a shader graph like tool, where everything updates in real time as you work.