Give your terrain the AAA treatment it deserves with CTS, the Complete Terrain Shader for Unity 3D!
A collaboration between environmental and shader specialists Bartlomiej Galas and terrain specialist Adam Goodrich, CTS melds our collective expertise to create a terrain shading system that is Fast, Powerful, and most importantly Easy to Use!
If your terrain is looking a little tired and you want to give it a modern face lift then you have come to the right place!
CTS is a modern AAA PBR terrain shader that gives your terrain a massive facelift. CTS uses the latest shading techniques to remove tiling, increase the color and variation in your environments, and with features like height blending, tessellation, procedural snow, geological banding, detail and global normals, cutouts and color map support can really make your terrains pop!
CTS comes with a professional texture library that can be applied with a click to instantly change the look and feel of your scenes, and works much like the Unity Post Processing profile system and can be tweaked at run time to get your environment just right.
* Mesh support requires terrain based work flow to configure shader correctly.
** Substance support has temporarily been removed from Unity 2018.x version, and will be added again when Allegorithmic release their substance plugin.
Shaders are limited by texture array support, and consequently do not support DX9, OpenGLES 2.0 or Web GL1.0.
CTS was created in collaboration by NatureManufacture & Procedural Worlds
You can see what our customers are saying and buy CTS on the Unity Asset Store.
Here are some sample CTS applications so that you can get a sense of how they will perform on your computer.
Unity Asset Store – Unity Forums – NatureManufacture – Procedural Worlds
Welcome to CTS – The Complete Terrain Shader for Unity 3D. This page shows the basic work flows, and also how to access the help system built into CTS. To see this in action please click on the tutorials link.
The CTS terrain shading system is a Profile based shading system for Unity.
A Profile is a Scriptable object that stores the settings and textures used by CTS to shade your terrain. It is used to generate a customised set of texture arrays containing specially packed textures that are use by CTS to render your terrain.
Once a Profile has been created it can be applied at any time, and the terrain will take on the characteristics and textures that have been defined in that profile. This is usually an instantaneous update.
Another benefits of this approach is that you can modify Profile in-game and have them persist out of the game back in edit mode, so you can customise everything from the perspective of your user.
CTS – Main CTS directory
NOTE – You can move CTS around in your project, but this directory structure must be preserved. You must also leave the CTS_ReadMe file in the main CTS directory as this is what is used by CTS to locate CTS in your project.
The primary texture management operations are:
Bake Textures -> Pick the textures up out of the terrain, apply them to your Profile, and create the arrays that the shader needs.
Update Texture In Profile -> Applies the texture to the profile and the terrain, changes profile colour to red if re-baking is required.
Apply Profile -> Take the textures in the profile and applies them to the terrain (WARNING: This will replace what was there before).
Bake Normals -> Will create a global normal map for each terrain and assign it to the CTS shader. This is only needed when you change terrain heights.
CTS is largely a self documenting system. To show documentation within CTS hit the question mark at the top of each CTS component. This will show or hide CTS help. You can also click on the button to come to the web site here for more information. The video tutorials in particular are a great source of information.
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