Zookeeper
Today, I will continue to bring you the unity3d game development series. Today, we will use the terrain toolkit to create a terrain. Although unity3d has provided us with a terrain rendering tool, in practical use, we found that this terrain rendering tool does not meet our requirements, because manual painting lacks the natural erosion of the terrain, the feeling of human being is too strong. After all, people cannot feel the ups and downs of the natural terrain, therefore, we recommend that you use a program to generate the terrain. Therefore, we have published this article. Next, please follow me to learn how to use this plug-in.
First, create an empty project and import the terrain toolkit resource package. Then, create a terrain and line light direction light in the scenario, and then add a terrain toolkit component for terrain ,:
In the next class, we select terrain and we will find that there is more content in the general terrain attribute panel:
This is the main character of today's terrain toolkit. We found that it is divided from left to right into three tabs. The first is to generate the terrain, the second is to add the erosion effect, and the third is the texture option. First, we select an effect from the first tab and click the text in the red box below. The system will automatically generate a terrain effect for us, which is a terrain effect I have generated:
We can adjust the terrain to the desired effect through repeated modifications. Therefore, you can modify parameters to observe the differences in the output results, next we will talk about the most exciting content of this plug-in, that is, it supports height pasters, that is, we can use different pasters on different heights to achieve a relatively different visual effect, we have seen some results in the above image. Next, let's take a look at how to add the texture. Click the texture tab, and the following interface appears. I have added some textures. The important parts are marked in the following figure. The first red box is used to set the tilt angle of the map, it is the texture on the oblique back of the mountain. The second red box is used to set the display ratio of each texture, that is, the ratio of each texture to different heights. The third red box is used to modify the terrain, that is, save. This is the final terrain of the blogger. The article reference www.cgzhw.com Game Development Network.
To facilitate the observation of the actual terrain effect, the blogger added a first-person role controller, planted some trees on it, and added a sky box. The final effect is shown in:
Well, this is what we are talking about today. Thank you for your attention. Your encouragement is my unremitting motivation to write my blog!