Unity Asset MapMagic World Generator V1.3
Use Custom Shaders: This button will enable GPUI to use the custom shaders you specified in the Detail Prototype shaders section. Only the shaders that are specified here will be used. If your detail prototypes use a different shader, this button will change the shader type to the default Unity terrain shader.
Once you enabled the custom shader support, the next time you edit your Unity project or do a Unity Project reload, all detail prototype instances will be created with the custom shader you specified in the UI. This is the preferred way to keep the detail prototype shader data (prefab transform data, etc.) and customize the shader of the detail prototype as you desire.
Healthy: This property specifies the size of the Healthy patch for the custom shader detail prototype instances that use the foliage shader. This corresponds to the Healthy patch size property of the detail prototypes in the Unity terrain. A higher number results in smaller patches.
The Use Asset Maps button can be used to load an asset map for this world to use. Please note that the asset map must be stored in the Assets/Map/Maps folder for the world generator to be able to use it. The asset map will only work in the world generators it is stored in, so you can’t use it in the global world generator. There can only be a single asset map in the world generator at a time.
The Density: Size: Size Range: Start Shoreline: Ocean: Water: Shallow: Sea: Ocean buttons can be used to directly map the properties of the terrain terrain on the asset map to the detail objects in the terrain.
This script exports the properties that are currently set in the current scene to the asset map. The asset map script supports multiple properties to be exported, while the existing terrain does not.
Import: Export: the Export Options button allows you to export the current options into an asset map script that you can then use as a reference for defining the terrain properties on your terrains. You do not need to export the Options since these are already saved on the Asset/Scene folder.
The Compute Detail Instances button is used to tell GPUI to compute all the instance details for your map. This button does not affect how Unity renders the terrain, so it does not apply any culling to the UV space. This should be turned on for maps that have tons of instances – but if you have a lot of primitives for your map, you might want to let GPUI handle this instead of modifying your UV space manually. For example, what if you have a terrain made of hexes, and GPUI allows you to use 16 tiles for each hex tile instead of just one. This can improve rendering quality, especially if you have lots of primitives per tile. However, all the instances have to be spawned at the same time, so you cannot set an instanced distance for the instances.
The billboard generator can either render billboards every time or only at runtime. If you wish to have billboards rendered only at runtime, you can add a shader variable to the shader that you want to use for the billboards, and set it to false in the Material settings.