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-Custom terrain shader with global normal, color map, height blend, AO, distance based UV, close detail normal, etc. It uses Texture Arrays, so if you plan to use the shader please check if your target system supports it or not(on PC\\console shouldn’t be a problem, it’s a DX10 feature). Please note that this shader have been specifically tweaked for this terrain, it’s not a general purpose shader, you could certainly use it elsewhere but I would advise you to buy something else if you plan to do this. The shader is about 25-28% slower than the builtin 4 splat shader.
-A 2x2km terrain(can be upscaled if needed of course) in 4×4 chunks, 1k each for performance considerations(with albedo, roughness, AO, and normal map), optimized for gameplay(the slopes are minimized so even physics based games should be fine with it, and the areas are well separated, plays really well with occlusion culling)
-4 distant terrain objects with albedo, roughness, normal, height, 2k each, triangle count is around 4k, with a custom shader
-4 terrain textures with albedo, roughness, normal, height, and AO maps(2k each) The terrain itself uses a texture array but the textures are included as well
-3 photoscanned rocks(with 4 LODs, albedo, normal, roughness and AO maps(2k each), with a custom snow shader)
-4 grass texture(2x1k – diffuse, normal)
-4 trees(2k textures – diffuse, normal)
-Falling snow particle system with custom a custom shader specifically for this effect(it's a flowshader, way cheaper than the usual snow effect)
-Ground dust sprite sheet(3 variations)
-A few random props to make the demo scene a bit more interesting
-Skybox
-Color grading LUTs(a colorful and a more moody one)
-Post effect behaviour
FEATURES
-Custom terrain shader with global normal, color map, height blend, AO, distance based UV, close detail normal, etc. It uses Texture Arrays, so if you plan to use the shader please check if your target system supports it or not(on PC\\console shouldn’t be a problem, it’s a DX10 feature). Please note that this shader have been specifically tweaked for this terrain, it’s not a general purpose shader, you could certainly use it elsewhere but I would advise you to buy something else if you plan to do this. The shader is about 25-28% slower than the builtin 4 splat shader.
-A 2x2km terrain(can be upscaled if needed of course) in 4×4 chunks, 1k each for performance considerations(with albedo, roughness, AO, and normal map), optimized for gameplay(the slopes are minimized so even physics based games should be fine with it, and the areas are well separated, plays really well with occlusion culling)
-4 distant terrain objects with albedo, roughness, normal, height, 2k each, triangle count is around 4k, with a custom shader
-4 terrain textures with albedo, roughness, normal, height, and AO maps(2k each) The terrain itself uses a texture array but the textures are included as well
-3 photoscanned rocks(with 4 LODs, albedo, normal, roughness and AO maps(2k each), with a custom snow shader)
-4 grass texture(2x1k – diffuse, normal)
-4 trees(2k textures – diffuse, normal)
-Falling snow particle system with custom a custom shader specifically for this effect(it's a flowshader, way cheaper than the usual snow effect)
-Ground dust sprite sheet(3 variations)
-A few random props to make the demo scene a bit more interesting
-Skybox
-Color grading LUTs(a colorful and a more moody one)
-Post effect behaviour
FEATURES
-Custom terrain shader with global normal, color map, height blend, AO, distance based UV, close detail normal, etc. It uses Texture Arrays, so if you plan to use the shader please check if your target system supports it or not(on PC\\console shouldn’t be a problem, it’s a DX10 feature). Please note that this shader have been specifically tweaked for this terrain, it’s not a general purpose shader, you could certainly use it elsewhere but I would advise you to buy something else if you plan to do this. The shader is about 25-28% slower than the builtin 4 splat shader.
-A 2x2km terrain(can be upscaled if needed of course) in 4×4 chunks, 1k each for performance considerations(with albedo, roughness, AO, and normal map), optimized for gameplay(the slopes are minimized so even physics based games should be fine with it, and the areas are well separated, plays really well with occlusion culling)
-4 distant terrain objects with albedo, roughness, normal, height, 2k each, triangle count is around 4k, with a custom shader
-4 terrain textures with albedo, roughness, normal, height, and AO maps(2k each) The terrain itself uses a texture array but the textures are included as well
-3 photoscanned rocks(with 4 LODs, albedo, normal, roughness and AO maps(2k each), with a custom snow shader)
-4 grass texture(2x1k – diffuse, normal)
-4 trees(2k textures – diffuse, normal)
-Falling snow particle system with custom a custom shader specifically for this effect(it's a flowshader, way cheaper than the usual snow effect)
-Ground dust sprite sheet(3 variations)
-A few random props to make the demo scene a bit more interesting
-Skybox
-Color grading LUTs(a colorful and a more moody one)
-Post effect behaviour
FEATURES
-Custom terrain shader with global normal, color map, height blend, AO, distance based UV, close detail normal, etc. It uses Texture Arrays, so if you plan to use the shader please check if your target system supports it or not(on PC\\console shouldn’t be a problem, it’s a DX10 feature). Please note that this shader have been specifically tweaked for this terrain, it’s not a general purpose shader, you could certainly use it elsewhere but I would advise you to buy something else if you plan to do this. The shader is about 25-28% slower than the builtin 4 splat shader.
-A 2x2km terrain(can be upscaled if needed of course) in 4×4 chunks, 1k each for performance considerations(with albedo, roughness, AO, and normal map), optimized for gameplay(the slopes are minimized so even physics based games should be fine with it, and the areas are well separated, plays really well with occlusion culling)
-4 distant terrain objects with albedo, roughness, normal, height, 2k each, triangle count is around 4k, with a custom shader
-4 terrain textures with albedo, roughness, normal, height, and AO maps(2k each) The terrain itself uses a texture array but the textures are included as well
-3 photoscanned rocks(with 4 LODs, albedo, normal, roughness and AO maps(2k each), with a custom snow shader)
-4 grass texture(2x1k – diffuse, normal)
-4 trees(2k textures – diffuse, normal)
-Falling snow particle system with custom a custom shader specifically for this effect(it's a flowshader, way cheaper than the usual snow effect)
-Ground dust sprite sheet(3 variations)
-A few random props to make the demo scene a bit more interesting
-Skybox
-Color grading LUTs(a colorful and a more moody one)
-Post effect behaviour
FEATURES
-Custom terrain shader with global normal, color map, height blend, AO, distance based UV, close detail normal, etc. It uses Texture Arrays, so if you plan to use the shader please check if your target system supports it or not(on PC\\console shouldn’t be a problem, it’s a DX10 feature). Please note that this shader have been specifically tweaked for this terrain, it’s not a general purpose shader, you could certainly use it elsewhere but I would advise you to buy something else if you plan to do this. The shader is about 25-28% slower than the builtin 4 splat shader.
-A 2x2km terrain(can be upscaled if needed of course) in 4×4 chunks, 1k each for performance considerations(with albedo, roughness, AO, and normal map), optimized for gameplay(the slopes are minimized so even physics based games should be fine with it, and the areas are well separated, plays really well with occlusion culling)
-4 distant terrain objects with albedo, roughness, normal, height, 2k each, triangle count is around 4k, with a custom shader
-4 terrain textures with albedo, roughness, normal, height, and AO maps(2k each) The terrain itself uses a texture array but the textures are included as well
-3 photoscanned rocks(with 4 LODs, albedo, normal, roughness and AO maps(2k each), with a custom snow shader)
-4 grass texture(2x1k – diffuse, normal)
-4 trees(2k textures – diffuse, normal)
-Falling snow particle system with custom a custom shader specifically for this effect(it's a flowshader, way cheaper than the usual snow effect)
-Ground dust sprite sheet(3 variations)
-A few random props to make the demo scene a bit more interesting
-Skybox
-Color grading LUTs(a colorful and a more moody one)
-Post effect behaviour
FEATURES
-Custom terrain shader with global normal, color map, height blend, AO, distance based UV, close detail normal, etc. It uses Texture Arrays, so if you plan to use the shader please check if your target system supports it or not(on PC\\console shouldn’t be a problem, it’s a DX10 feature). Please note that this shader have been specifically tweaked for this terrain, it’s not a general purpose shader, you could certainly use it elsewhere but I would advise you to buy something else if you plan to do this. The shader is about 25-28% slower than the builtin 4 splat shader.
-A 2x2km terrain(can be upscaled if needed of course) in 4×4 chunks, 1k each for performance considerations(with albedo, roughness, AO, and normal map), optimized for gameplay(the slopes are minimized so even physics based games should be fine with it, and the areas are well separated, plays really well with occlusion culling)
-4 distant terrain objects with albedo, roughness, normal, height, 2k each, triangle count is around 4k, with a custom shader
-4 terrain textures with albedo, roughness, normal, height, and AO maps(2k each) The terrain itself uses a texture array but the textures are included as well
-3 photoscanned rocks(with 4 LODs, albedo, normal, roughness and AO maps(2k each), with a custom snow shader)
-4 grass texture(2x1k – diffuse, normal)
-4 trees(2k textures – diffuse, normal)
-Falling snow particle system with custom a custom shader specifically for this effect(it's a flowshader, way cheaper than the usual snow effect)
-Ground dust sprite sheet(3 variations)
-A few random props to make the demo scene a bit more interesting
-Skybox
-Color grading LUTs(a colorful and a more moody one)
-Post effect behaviour
FEATURES
-Custom terrain shader with global normal, color map, height blend, AO, distance based UV, close detail normal, etc. It uses Texture Arrays, so if you plan to use the shader please check if your target system supports it or not(on PC\\console shouldn’t be a problem, it’s a DX10 feature). Please note that this shader have been specifically tweaked for this terrain, it’s not a general purpose shader, you could certainly use it elsewhere but I would advise you to buy something else if you plan to do this. The shader is about 25-28% slower than the builtin 4 splat shader.
-A 2x2km terrain(can be upscaled if needed of course) in 4×4 chunks, 1k each for performance considerations(with albedo, roughness, AO, and normal map), optimized for gameplay(the slopes are minimized so even physics based games should be fine with it, and the areas are well separated, plays really well with occlusion culling)
-4 distant terrain objects with albedo, roughness, normal, height, 2k each, triangle count is around 4k, with a custom shader
-4 terrain textures with albedo, roughness, normal, height, and AO maps(2k each) The terrain itself uses a texture array but the textures are included as well
-3 photoscanned rocks(with 4 LODs, albedo, normal, roughness and AO maps(2k each), with a custom snow shader)
-4 grass texture(2x1k – diffuse, normal)
-4 trees(2k textures – diffuse, normal)
-Falling snow particle system with custom a custom shader specifically for this effect(it's a flowshader, way cheaper than the usual snow effect)
-Ground dust sprite sheet(3 variations)
-A few random props to make the demo scene a bit more interesting
-Skybox
-Color grading LUTs(a colorful and a more moody one)
-Post effect behaviour
FEATURES
-Custom terrain shader with global normal, color map, height blend, AO, distance based UV, close detail normal, etc. It uses Texture Arrays, so if you plan to use the shader please check if your target system supports it or not(on PC\\console shouldn’t be a problem, it’s a DX10 feature). Please note that this shader have been specifically tweaked for this terrain, it’s not a general purpose shader, you could certainly use it elsewhere but I would advise you to buy something else if you plan to do this. The shader is about 25-28% slower than the builtin 4 splat shader.
-A 2x2km terrain(can be upscaled if needed of course) in 4×4 chunks, 1k each for performance considerations(with albedo, roughness, AO, and normal map), optimized for gameplay(the slopes are minimized so even physics based games should be fine with it, and the areas are well separated, plays really well with occlusion culling)
-4 distant terrain objects with albedo, roughness, normal, height, 2k each, triangle count is around 4k, with a custom shader
-4 terrain textures with albedo, roughness, normal, height, and AO maps(2k each) The terrain itself uses a texture array but the textures are included as well
-3 photoscanned rocks(with 4 LODs, albedo, normal, roughness and AO maps(2k each), with a custom snow shader)
-4 grass texture(2x1k – diffuse, normal)
-4 trees(2k textures – diffuse, normal)
-Falling snow particle system with custom a custom shader specifically for this effect(it's a flowshader, way cheaper than the usual snow effect)
-Ground dust sprite sheet(3 variations)
-A few random props to make the demo scene a bit more interesting
-Skybox
-Color grading LUTs(a colorful and a more moody one)
-Post effect behaviour
FEATURES
-Custom terrain shader with global normal, color map, height blend, AO, distance based UV, close detail normal, etc. It uses Texture Arrays, so if you plan to use the shader please check if your target system supports it or not(on PC\\console shouldn’t be a problem, it’s a DX10 feature). Please note that this shader have been specifically tweaked for this terrain, it’s not a general purpose shader, you could certainly use it elsewhere but I would advise you to buy something else if you plan to do this. The shader is about 25-28% slower than the builtin 4 splat shader.
-A 2x2km terrain(can be upscaled if needed of course) in 4×4 chunks, 1k each for performance considerations(with albedo, roughness, AO, and normal map), optimized for gameplay(the slopes are minimized so even physics based games should be fine with it, and the areas are well separated, plays really well with occlusion culling)
-4 distant terrain objects with albedo, roughness, normal, height, 2k each, triangle count is around 4k, with a custom shader
-4 terrain textures with albedo, roughness, normal, height, and AO maps(2k each) The terrain itself uses a texture array but the textures are included as well
-3 photoscanned rocks(with 4 LODs, albedo, normal, roughness and AO maps(2k each), with a custom snow shader)
-4 grass texture(2x1k – diffuse, normal)
-4 trees(2k textures – diffuse, normal)
-Falling snow particle system with custom a custom shader specifically for this effect(it's a flowshader, way cheaper than the usual snow effect)
-Ground dust sprite sheet(3 variations)
-A few random props to make the demo scene a bit more interesting
-Skybox
-Color grading LUTs(a colorful and a more moody one)
-Post effect behaviour
FEATURES
-Custom terrain shader with global normal, color map, height blend, AO, distance based UV, close detail normal, etc. It uses Texture Arrays, so if you plan to use the shader please check if your target system supports it or not(on PC\\console shouldn’t be a problem, it’s a DX10 feature). Please note that this shader have been specifically tweaked for this terrain, it’s not a general purpose shader, you could certainly use it elsewhere but I would advise you to buy something else if you plan to do this. The shader is about 25-28% slower than the builtin 4 splat shader.
-A 2x2km terrain(can be upscaled if needed of course) in 4×4 chunks, 1k each for performance considerations(with albedo, roughness, AO, and normal map), optimized for gameplay(the slopes are minimized so even physics based games should be fine with it, and the areas are well separated, plays really well with occlusion culling)
-4 distant terrain objects with albedo, roughness, normal, height, 2k each, triangle count is around 4k, with a custom shader
-4 terrain textures with albedo, roughness, normal, height, and AO maps(2k each) The terrain itself uses a texture array but the textures are included as well
-3 photoscanned rocks(with 4 LODs, albedo, normal, roughness and AO maps(2k each), with a custom snow shader)
-4 grass texture(2x1k – diffuse, normal)
-4 trees(2k textures – diffuse, normal)
-Falling snow particle system with custom a custom shader specifically for this effect(it's a flowshader, way cheaper than the usual snow effect)
-Ground dust sprite sheet(3 variations)
-A few random props to make the demo scene a bit more interesting
-Skybox
-Color grading LUTs(a colorful and a more moody one)
-Post effect behaviour
FEATURES
-Custom terrain shader with global normal, color map, height blend, AO, distance based UV, close detail normal, etc. It uses Texture Arrays, so if you plan to use the shader please check if your target system supports it or not(on PC\\console shouldn’t be a problem, it’s a DX10 feature). Please note that this shader have been specifically tweaked for this terrain, it’s not a general purpose shader, you could certainly use it elsewhere but I would advise you to buy something else if you plan to do this. The shader is about 25-28% slower than the builtin 4 splat shader.
-A 2x2km terrain(can be upscaled if needed of course) in 4×4 chunks, 1k each for performance considerations(with albedo, roughness, AO, and normal map), optimized for gameplay(the slopes are minimized so even physics based games should be fine with it, and the areas are well separated, plays really well with occlusion culling)
-4 distant terrain objects with albedo, roughness, normal, height, 2k each, triangle count is around 4k, with a custom shader
-4 terrain textures with albedo, roughness, normal, height, and AO maps(2k each) The terrain itself uses a texture array but the textures are included as well
-3 photoscanned rocks(with 4 LODs, albedo, normal, roughness and AO maps(2k each), with a custom snow shader)
-4 grass texture(2x1k – diffuse, normal)
-4 trees(2k textures – diffuse, normal)
-Falling snow particle system with custom a custom shader specifically for this effect(it's a flowshader, way cheaper than the usual snow effect)
-Ground dust sprite sheet(3 variations)
-A few random props to make the demo scene a bit more interesting
-Skybox
-Color grading LUTs(a colorful and a more moody one)
-Post effect behaviour
FEATURES
-Custom terrain shader with global normal, color map, height blend, AO, distance based UV, close detail normal, etc. It uses Texture Arrays, so if you plan to use the shader please check if your target system supports it or not(on PC\\console shouldn’t be a problem, it’s a DX10 feature). Please note that this shader have been specifically tweaked for this terrain, it’s not a general purpose shader, you could certainly use it elsewhere but I would advise you to buy something else if you plan to do this. The shader is about 25-28% slower than the builtin 4 splat shader.
-A 2x2km terrain(can be upscaled if needed of course) in 4×4 chunks, 1k each for performance considerations(with albedo, roughness, AO, and normal map), optimized for gameplay(the slopes are minimized so even physics based games should be fine with it, and the areas are well separated, plays really well with occlusion culling)
-4 distant terrain objects with albedo, roughness, normal, height, 2k each, triangle count is around 4k, with a custom shader
-4 terrain textures with albedo, roughness, normal, height, and AO maps(2k each) The terrain itself uses a texture array but the textures are included as well
-3 photoscanned rocks(with 4 LODs, albedo, normal, roughness and AO maps(2k each), with a custom snow shader)
-4 grass texture(2x1k – diffuse, normal)
-4 trees(2k textures – diffuse, normal)
-Falling snow particle system with custom a custom shader specifically for this effect(it's a flowshader, way cheaper than the usual snow effect)
-Ground dust sprite sheet(3 variations)
-A few random props to make the demo scene a bit more interesting
-Skybox
-Color grading LUTs(a colorful and a more moody one)
-Post effect behaviour
FEATURES
-Custom terrain shader with global normal, color map, height blend, AO, distance based UV, close detail normal, etc. It uses Texture Arrays, so if you plan to use the shader please check if your target system supports it or not(on PC\\console shouldn’t be a problem, it’s a DX10 feature). Please note that this shader have been specifically tweaked for this terrain, it’s not a general purpose shader, you could certainly use it elsewhere but I would advise you to buy something else if you plan to do this. The shader is about 25-28% slower than the builtin 4 splat shader.
-A 2x2km terrain(can be upscaled if needed of course) in 4×4 chunks, 1k each for performance considerations(with albedo, roughness, AO, and normal map), optimized for gameplay(the slopes are minimized so even physics based games should be fine with it, and the areas are well separated, plays really well with occlusion culling)
-4 distant terrain objects with albedo, roughness, normal, height, 2k each, triangle count is around 4k, with a custom shader
-4 terrain textures with albedo, roughness, normal, height, and AO maps(2k each) The terrain itself uses a texture array but the textures are included as well
-3 photoscanned rocks(with 4 LODs, albedo, normal, roughness and AO maps(2k each), with a custom snow shader)
-4 grass texture(2x1k – diffuse, normal)
-4 trees(2k textures – diffuse, normal)
-Falling snow particle system with custom a custom shader specifically for this effect(it's a flowshader, way cheaper than the usual snow effect)
-Ground dust sprite sheet(3 variations)
-A few random props to make the demo scene a bit more interesting
-Skybox
-Color grading LUTs(a colorful and a more moody one)
-Post effect behaviour
FEATURES
-Custom terrain shader with global normal, color map, height blend, AO, distance based UV, close detail normal, etc. It uses Texture Arrays, so if you plan to use the shader please check if your target system supports it or not(on PC\\console shouldn’t be a problem, it’s a DX10 feature). Please note that this shader have been specifically tweaked for this terrain, it’s not a general purpose shader, you could certainly use it elsewhere but I would advise you to buy something else if you plan to do this. The shader is about 25-28% slower than the builtin 4 splat shader.
-A 2x2km terrain(can be upscaled if needed of course) in 4×4 chunks, 1k each for performance considerations(with albedo, roughness, AO, and normal map), optimized for gameplay(the slopes are minimized so even physics based games should be fine with it, and the areas are well separated, plays really well with occlusion culling)
-4 distant terrain objects with albedo, roughness, normal, height, 2k each, triangle count is around 4k, with a custom shader
-4 terrain textures with albedo, roughness, normal, height, and AO maps(2k each) The terrain itself uses a texture array but the textures are included as well
-3 photoscanned rocks(with 4 LODs, albedo, normal, roughness and AO maps(2k each), with a custom snow shader)
-4 grass texture(2x1k – diffuse, normal)
-4 trees(2k textures – diffuse, normal)
-Falling snow particle system with custom a custom shader specifically for this effect(it's a flowshader, way cheaper than the usual snow effect)
-Ground dust sprite sheet(3 variations)
-A few random props to make the demo scene a bit more interesting
-Skybox
-Color grading LUTs(a colorful and a more moody one)
-Post effect behaviour
FEATURES
-Custom terrain shader with global normal, color map, height blend, AO, distance based UV, close detail normal, etc. It uses Texture Arrays, so if you plan to use the shader please check if your target system supports it or not(on PC\\console shouldn’t be a problem, it’s a DX10 feature). Please note that this shader have been specifically tweaked for this terrain, it’s not a general purpose shader, you could certainly use it elsewhere but I would advise you to buy something else if you plan to do this. The shader is about 25-28% slower than the builtin 4 splat shader.
-A 2x2km terrain(can be upscaled if needed of course) in 4×4 chunks, 1k each for performance considerations(with albedo, roughness, AO, and normal map), optimized for gameplay(the slopes are minimized so even physics based games should be fine with it, and the areas are well separated, plays really well with occlusion culling)
-4 distant terrain objects with albedo, roughness, normal, height, 2k each, triangle count is around 4k, with a custom shader
-4 terrain textures with albedo, roughness, normal, height, and AO maps(2k each) The terrain itself uses a texture array but the textures are included as well
-3 photoscanned rocks(with 4 LODs, albedo, normal, roughness and AO maps(2k each), with a custom snow shader)
-4 grass texture(2x1k – diffuse, normal)
-4 trees(2k textures – diffuse, normal)
-Falling snow particle system with custom a custom shader specifically for this effect(it's a flowshader, way cheaper than the usual snow effect)
-Ground dust sprite sheet(3 variations)
-A few random props to make the demo scene a bit more interesting
-Skybox
-Color grading LUTs(a colorful and a more moody one)
-Post effect behaviour
FEATURES
-Custom terrain shader with global normal, color map, height blend, AO, distance based UV, close detail normal, etc. It uses Texture Arrays, so if you plan to use the shader please check if your target system supports it or not(on PC\\console shouldn’t be a problem, it’s a DX10 feature). Please note that this shader have been specifically tweaked for this terrain, it’s not a general purpose shader, you could certainly use it elsewhere but I would advise you to buy something else if you plan to do this. The shader is about 25-28% slower than the builtin 4 splat shader.
-A 2x2km terrain(can be upscaled if needed of course) in 4×4 chunks, 1k each for performance considerations(with albedo, roughness, AO, and normal map), optimized for gameplay(the slopes are minimized so even physics based games should be fine with it, and the areas are well separated, plays really well with occlusion culling)
-4 distant terrain objects with albedo, roughness, normal, height, 2k each, triangle count is around 4k, with a custom shader
-4 terrain textures with albedo, roughness, normal, height, and AO maps(2k each) The terrain itself uses a texture array but the textures are included as well
-3 photoscanned rocks(with 4 LODs, albedo, normal, roughness and AO maps(2k each), with a custom snow shader)
-4 grass texture(2x1k – diffuse, normal)
-4 trees(2k textures – diffuse, normal)
-Falling snow particle system with custom a custom shader specifically for this effect(it's a flowshader, way cheaper than the usual snow effect)
-Ground dust sprite sheet(3 variations)
-A few random props to make the demo scene a bit more interesting
-Skybox
-Color grading LUTs(a colorful and a more moody one)
-Post effect behaviour
FEATURES
-Custom terrain shader with global normal, color map, height blend, AO, distance based UV, close detail normal, etc. It uses Texture Arrays, so if you plan to use the shader please check if your target system supports it or not(on PC\\console shouldn’t be a problem, it’s a DX10 feature). Please note that this shader have been specifically tweaked for this terrain, it’s not a general purpose shader, you could certainly use it elsewhere but I would advise you to buy something else if you plan to do this. The shader is about 25-28% slower than the builtin 4 splat shader.
-A 2x2km terrain(can be upscaled if needed of course) in 4×4 chunks, 1k each for performance considerations(with albedo, roughness, AO, and normal map), optimized for gameplay(the slopes are minimized so even physics based games should be fine with it, and the areas are well separated, plays really well with occlusion culling)
-4 distant terrain objects with albedo, roughness, normal, height, 2k each, triangle count is around 4k, with a custom shader
-4 terrain textures with albedo, roughness, normal, height, and AO maps(2k each) The terrain itself uses a texture array but the textures are included as well
-3 photoscanned rocks(with 4 LODs, albedo, normal, roughness and AO maps(2k each), with a custom snow shader)
-4 grass texture(2x1k – diffuse, normal)
-4 trees(2k textures – diffuse, normal)
-Falling snow particle system with custom a custom shader specifically for this effect(it's a flowshader, way cheaper than the usual snow effect)
-Ground dust sprite sheet(3 variations)
-A few random props to make the demo scene a bit more interesting
-Skybox
-Color grading LUTs(a colorful and a more moody one)
-Post effect behaviour
FEATURES
-Custom terrain shader with global normal, color map, height blend, AO, distance based UV, close detail normal, etc. It uses Texture Arrays, so if you plan to use the shader please check if your target system supports it or not(on PC\\console shouldn’t be a problem, it’s a DX10 feature). Please note that this shader have been specifically tweaked for this terrain, it’s not a general purpose shader, you could certainly use it elsewhere but I would advise you to buy something else if you plan to do this. The shader is about 25-28% slower than the builtin 4 splat shader.
-A 2x2km terrain(can be upscaled if needed of course) in 4×4 chunks, 1k each for performance considerations(with albedo, roughness, AO, and normal map), optimized for gameplay(the slopes are minimized so even physics based games should be fine with it, and the areas are well separated, plays really well with occlusion culling)
-4 distant terrain objects with albedo, roughness, normal, height, 2k each, triangle count is around 4k, with a custom shader
-4 terrain textures with albedo, roughness, normal, height, and AO maps(2k each) The terrain itself uses a texture array but the textures are included as well
-3 photoscanned rocks(with 4 LODs, albedo, normal, roughness and AO maps(2k each), with a custom snow shader)
-4 grass texture(2x1k – diffuse, normal)
-4 trees(2k textures – diffuse, normal)
-Falling snow particle system with custom a custom shader specifically for this effect(it's a flowshader, way cheaper than the usual snow effect)
-Ground dust sprite sheet(3 variations)
-A few random props to make the demo scene a bit more interesting
-Skybox
-Color grading LUTs(a colorful and a more moody one)
-Post effect behaviour
FEATURES
-Custom terrain shader with global normal, color map, height blend, AO, distance based UV, close detail normal, etc. It uses Texture Arrays, so if you plan to use the shader please check if your target system supports it or not(on PC\\console shouldn’t be a problem, it’s a DX10 feature). Please note that this shader have been specifically tweaked for this terrain, it’s not a general purpose shader, you could certainly use it elsewhere but I would advise you to buy something else if you plan to do this. The shader is about 25-28% slower than the builtin 4 splat shader.
-A 2x2km terrain(can be upscaled if needed of course) in 4×4 chunks, 1k each for performance considerations(with albedo, roughness, AO, and normal map), optimized for gameplay(the slopes are minimized so even physics based games should be fine with it, and the areas are well separated, plays really well with occlusion culling)
-4 distant terrain objects with albedo, roughness, normal, height, 2k each, triangle count is around 4k, with a custom shader
-4 terrain textures with albedo, roughness, normal, height, and AO maps(2k each) The terrain itself uses a texture array but the textures are included as well
-3 photoscanned rocks(with 4 LODs, albedo, normal, roughness and AO maps(2k each), with a custom snow shader)
-4 grass texture(2x1k – diffuse, normal)
-4 trees(2k textures – diffuse, normal)
-Falling snow particle system with custom a custom shader specifically for this effect(it's a flowshader, way cheaper than the usual snow effect)
-Ground dust sprite sheet(3 variations)
-A few random props to make the demo scene a bit more interesting
-Skybox
-Color grading LUTs(a colorful and a more moody one)
-Post effect behaviour
Tons of high-quality stylized assets ready to use for your stylized game!
The package consists of various assets to build grand scenes surrounding the theme \"Spaceship Wreck\".
[Mobile friendly]
URP Compatibility:
To use the asset pack with the Universal Render Pipeline -> convert Project Materials to URP Materials.
Features:
Content:
A demo for a sample spaceship wreck is included.
Performance:
All assets are created in a low poly art style.
Tris range from 20 all the way up to 2000 for large detailed assets.
Additional Information:
Shaders, effects, skyboxes, and cinematic scenes from screenshots are not included!
If you have any questions feel free to ask them!
Contact: immortal.factory@worlq.com
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📢 I M P O R T A N T
We are starting with this low price but each release will increase the cost significantly.
— Content —
- 2500+ Prefabs with colliders
- Atlas texture workflow with multiple color variants ready for you.
- Over 200 additional tileable textures
- Awesome inspiration Scenes
- 23 grass textures
- Rigged people characters with Mixamo support
- Great fit with our Low Poly Animated People and Low Poly Animated Animals
- Free monthly updates and releases
- URP and HDRP support watch
- VR/AR ready
- Simple to use, well organized
- No animations
- Scene promo images are rendered in HDRP
— Models —
🥩 4th of July (x80)
🎄 Christmas (x120)
🍹 Drinks (x8)
🥚 Easter (x108)
👨🌾 Farm (x408)
🥩 Food (x19)
💀 Halloween (x78)
🚪 Modular parts (x597)
🎬 Movie Set (x91)
🌴 Nature (x277)
👨👩👧👧 People (x48)
🔥 Primeval (x105)
🥎 Sports (x14)
⚙ Steampunk (x469)
⛺ Survival (x172)
🌄 Terrain (x24)
🪓 Tools (x30)
🔫 Guns (x51)
💘 Valentine (x71)
— Scenes —
- All Models
- Primeval
- Steampunk
- Mumuland
- Graveyard
- Movie Set
- Farm
And the best is yet to come :) Thank you all for purchasing our pack! If you have a specific requirement for a model, we will be happy to add it! Email us at contact@polyperfect.com or reach us on our discord!
— Other Low Poly Packs —
Low Poly Animated Prehistoric Animals
— Toolkits —
— 2D Packs —
— Follow us —
— Media —
","id":274903100480,"images":{"default":{"featured":[{"href":"https://models-cdn.yahaha.com/215157/cloud-b/Screenshots/cloud-b_20.webp"},{"href":"https://models-cdn.yahaha.com/215157/cloud-b/Screenshots/cloud-b_50.webp"},{"href":"https://models-cdn.yahaha.com/215157/cloud-b/Screenshots/cloud-b_80.webp"},{"href":"https://models-cdn.yahaha.com/215157/cloud-b/Screenshots/cloud-b_110.webp"},{"href":"https://models-cdn.yahaha.com/215157/cloud-b/Screenshots/cloud-b_140.webp"},{"href":"https://models-cdn.yahaha.com/215157/cloud-b/Screenshots/cloud-b_170.webp"},{"href":"https://models-cdn.yahaha.com/215157/cloud-b/Screenshots/cloud-b_200.webp"},{"href":"https://models-cdn.yahaha.com/215157/cloud-b/Screenshots/cloud-b_230.webp"},{"href":"https://models-cdn.yahaha.com/215157/cloud-b/Screenshots/cloud-b_260.webp"},{"href":"https://models-cdn.yahaha.com/215157/cloud-b/Screenshots/cloud-b_290.webp"},{"href":"https://models-cdn.yahaha.com/215157/cloud-b/Screenshots/cloud-b_320.webp"},{"href":"https://models-cdn.yahaha.com/215157/cloud-b/Screenshots/cloud-b_350.webp"}],"main":{"href":"https://models-cdn.yahaha.com/215157/cloud-b/cloud-b.webp"}}},"license":{"name":"Standard Unity Asset Store EULA","slug":"unity_standard","url":"https://unity.com/legal/as-terms"},"modelCreatedTime":"2023-08-25T12:45:04Z","modelUpdatedTime":"2023-07-11T07:13:14Z","modelUrl":"https://models-cdn.yahaha.com/215157/cloud-b.obs.glb","name":"cloud-b","originSource":"ASSET_STORE","packageId":"215157","packageInfo":{"icon":"//assetstorev1-prd-cdn.unity3d.com/key-image/15048e66-454f-49ff-8755-6b81e83b5249.webp","name":"Poly Universal Pack"},"polygonCount":740,"publishedDate":"2023-07-02T18:37:10Z","publisher":{"id":"19123","name":"polyperfect","url":"https://www.polyperfect.com"},"rigged":false,"slug":"cloud_b-274903100480","sourceUrl":"https://assetstore.unity.com/packages/slug/215157?aid=1011loDfK","stats":{"viewCount":1},"tags":null,"vertexCount":0},{"animatedCount":0,"categories":[{"id":9,"name":"Nature & Plants","slug":"nature-plants"}],"colors":["cyan","gray"],"description":"Collection with over 30 vegetation models (20 summer trees, 4 bushes, 4 rocks, grass and flowers) and a nice terrain in Unity format.UPDATE:
All textures, materials, models and the main scene are updated. The scene shown in the video is included in this pack and it can be used as a starting point in your 3D projects and games.
Note: The water and fire particles are not included in this pack, but they can be easily added from Unity Standard Assets!
To ensure a similar look like the one in the video, please use Post Processing Files.
The pack now includes a complete terrain and 159 models in total. Including village houses with exterior only (6), decorative props like benches, barrels, barns, booths, wells, fences and others.
Most of the models have 3 LOD stages.
A fully built terrain is included with foliage (7) and rock models (8).
Textures are up to 2K, including Albedo, Normal and Metallic maps.
If you have any questions or concerns, please contact us via email or Discord:
Contact email: info@dexsoft-games.com
Join DISCORD SERVER
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\n\nRock_2...........................9924 polygon.\n.......................................9926 vertices.\nRock_2_Lod_1...............3966 polygon.\n......................................1985 vertices.
\n\nRock_3..........................11958 polygon.\n......................................11960 vertices.\nRock_3_Lod_1...............4780 polygon.\n......................................2392 vertices.
\n\nRock_4............................9614 polygon.\n........................................9616 vertices.\nRock_4_Lod_1................3928 polygon.\n........................................1966 vertices.
\n\nRock_5............................9051 polygon.\n.......................................9053 vertices.\nRock_5_Lod_1...............3616 polygon.\n......................................1810 vertices.
\n\nRock_6..........................9223 polygon.\n......................................9225 vertices.\nRock_6_Lod_1...............3686 polygon.\n......................................1845 vertices.
\n\nRock_7...........................7665 polygon.\n......................................7667 vertices.\nRock_7_Lod_1...............3062 polygon.\n......................................1533 vertices.
\n\nRock_8...........................7579 polygon.\n.......................................7581 vertices.\nRock_8_Lod_1...............3028 polygon.\n......................................1516 vertices.
\n\nRock_9...........................10191 polygon.\n.......................................10193 vertices.\nRock_9_Lod_1................4072 polygon.\n.......................................2038 vertices.
\n\n4096 * 4096 texture.
\n\nobj,fbx,blend format model.
\n\nuv map:\nRock_Base_Color\nRock_Glossiness\nRock_AO\nRock_Normal\nRock_Specular\nRock_Roughness
\n\ngame ready.
","id":274897740746,"images":{"default":{"featured":[{"href":"https://ovi-cg-cdn.yahaha.com/1826640/Rock_4/Screenshots/Rock_4_110.webp"},{"href":"https://ovi-cg-cdn.yahaha.com/1826640/Rock_4/Screenshots/Rock_4_140.webp"},{"href":"https://ovi-cg-cdn.yahaha.com/1826640/Rock_4/Screenshots/Rock_4_170.webp"},{"href":"https://ovi-cg-cdn.yahaha.com/1826640/Rock_4/Screenshots/Rock_4_20.webp"},{"href":"https://ovi-cg-cdn.yahaha.com/1826640/Rock_4/Screenshots/Rock_4_200.webp"},{"href":"https://ovi-cg-cdn.yahaha.com/1826640/Rock_4/Screenshots/Rock_4_230.webp"},{"href":"https://ovi-cg-cdn.yahaha.com/1826640/Rock_4/Screenshots/Rock_4_260.webp"},{"href":"https://ovi-cg-cdn.yahaha.com/1826640/Rock_4/Screenshots/Rock_4_290.webp"},{"href":"https://ovi-cg-cdn.yahaha.com/1826640/Rock_4/Screenshots/Rock_4_320.webp"},{"href":"https://ovi-cg-cdn.yahaha.com/1826640/Rock_4/Screenshots/Rock_4_350.webp"},{"href":"https://ovi-cg-cdn.yahaha.com/1826640/Rock_4/Screenshots/Rock_4_50.webp"},{"href":"https://ovi-cg-cdn.yahaha.com/1826640/Rock_4/Screenshots/Rock_4_80.webp"}],"main":{"href":"https://ovi-cg-cdn.yahaha.com/1826640/Rock_4/Rock_4.webp"}}},"license":{"name":"Royalty Free License","slug":"royalty_free","url":"https://www.cgtrader.com/pages/terms-and-conditions#royalty-free-license"},"modelCreatedTime":"2023-04-29T14:17:57Z","modelUpdatedTime":null,"modelUrl":"https://ovi-cg-cdn.yahaha.com/1826640/Rock_4.obs.glb","name":"Rock_4","originSource":"CGTRADER","packageId":"1826640","polygonCount":19228,"publishedDate":"2023-04-29T14:17:57Z","publisher":{"avatar":null,"name":"icekazim"},"rigged":false,"slug":"rock_4-274897740746","sourceUrl":"https://www.cgtrader.com/3d-models/plant/other/cliff-rocks-set-456b8cb4-8d25-4d01-8b37-4642b82dbf2e","stats":{"viewCount":7},"tags":["rock","rocks","stone","cliff","mount","mountain","moss","mosy","snow","sand","desert","forest","mossy","snowy","nature","dune","canyon","bump","heightmap","plant","other","rock-stone","mountain-snow","mountain-rock","snow-mountain","snowy-mountain","stone-rock"],"vertexCount":0},{"animatedCount":0,"categories":[{"id":9999,"name":"Others","slug":"miscs"}],"colors":[],"downloadable":true,"embedUrl":"https://sketchfab.com/models/69c1b304f41249c7b2d3db75a0a25114/embed","fileSize":6232064,"free":true,"id":274893879155,"images":{"default":{"featured":[{"href":"https://models-cdn.yahaha.com/objaverse/69c1b304f41249c7b2d3db75a0a25114/images/37c5db5e94af460c813e763345dab99f.jpeg"},{"href":"https://models-cdn.yahaha.com/objaverse/69c1b304f41249c7b2d3db75a0a25114/images/0d7f4df64a14446d88f266b16ed85d71.jpeg"},{"href":"https://models-cdn.yahaha.com/objaverse/69c1b304f41249c7b2d3db75a0a25114/images/017a69f49e8f49b7b08b4bbff58606c7.jpeg"},{"href":"https://models-cdn.yahaha.com/objaverse/69c1b304f41249c7b2d3db75a0a25114/images/e93f464bcf8b4d3ca050f8b312376521.jpeg"},{"href":"https://models-cdn.yahaha.com/objaverse/69c1b304f41249c7b2d3db75a0a25114/images/e57a285f95c24f2faca6c776767b3ea2.jpeg"}],"main":{"href":"https://models-cdn.yahaha.com/objaverse/69c1b304f41249c7b2d3db75a0a25114/images/017a69f49e8f49b7b08b4bbff58606c7.jpeg"}}},"license":{"name":"CC BY 4.0","slug":"by","url":"https://creativecommons.org/licenses/by/4.0/"},"modelCreatedTime":"2021-06-21T18:32:57Z","modelUpdatedTime":"2021-06-21T18:32:57Z","name":"Сочник","originSource":"SKETCHFAB","packageId":"69c1b304f41249c7b2d3db75a0a25114","polygonCount":180000,"publishedDate":"2021-06-21T18:32:57Z","publisher":{"avatar":"https://media.sketchfab.com/avatars/78fa317e46024a5283765aa34df5e508/aec92fe9a74e499c98d759362cd7f02f.jpeg","name":"dasha.solo","profileUrl":"https://sketchfab.com/dasha.solo"},"rigged":false,"slug":"-274893879155","sourceUrl":"https://sketchfab.com/3d-models/69c1b304f41249c7b2d3db75a0a25114","stats":{"viewCount":13},"tags":null,"vertexCount":90004},{"animatedCount":0,"categories":[{"id":6,"name":"Food & Drink","slug":"food-drink"}],"colors":["gray","cyan"],"description":"Lowpoly Bakery ProductsFEATURES
-Custom terrain shader with global normal, color map, height blend, AO, distance based UV, close detail normal, etc. It uses Texture Arrays, so if you plan to use the shader please check if your target system supports it or not(on PC\\console shouldn’t be a problem, it’s a DX10 feature). Please note that this shader have been specifically tweaked for this terrain, it’s not a general purpose shader, you could certainly use it elsewhere but I would advise you to buy something else if you plan to do this. The shader is about 25-28% slower than the builtin 4 splat shader.
-A 2x2km terrain(can be upscaled if needed of course) in 4×4 chunks, 1k each for performance considerations(with albedo, roughness, AO, and normal map), optimized for gameplay(the slopes are minimized so even physics based games should be fine with it, and the areas are well separated, plays really well with occlusion culling)
-4 distant terrain objects with albedo, roughness, normal, height, 2k each, triangle count is around 4k, with a custom shader
-4 terrain textures with albedo, roughness, normal, height, and AO maps(2k each) The terrain itself uses a texture array but the textures are included as well
-3 photoscanned rocks(with 4 LODs, albedo, normal, roughness and AO maps(2k each), with a custom snow shader)
-4 grass texture(2x1k – diffuse, normal)
-4 trees(2k textures – diffuse, normal)
-Falling snow particle system with custom a custom shader specifically for this effect(it's a flowshader, way cheaper than the usual snow effect)
-Ground dust sprite sheet(3 variations)
-A few random props to make the demo scene a bit more interesting
-Skybox
-Color grading LUTs(a colorful and a more moody one)
-Post effect behaviour
Medieval Kitchen Props
Stylized medieval kitchen props with PBR materials. Suitable for medieval or fantasy environments. Detailed hand sculpted models.
The pack contains:
140 meshes: Baskets, Pots, Bottles, Bowls, Plates, Jugs, Kettles, Pans, Goblets, Tankards, Cutting Bords, Knifes, Spoons, Forks, Sacks.
Sacks, Baskets and Pots have 8 content variations - Grain, Apples, Beans, Berries, Coal, Coffee Beans, Flour, Potatoes (Can be changed with any tilable texture of your choice)
Specification:
- Tris count: 46 - 1384
- Prefabs: 140
- Materials: 50 (Tilable materials - 8 )
- Textures: 195 (Tilable textures - 31 )
- Texture size: 1024x1024 - 2, 2048x2048 - 193
- Texture maps: Albedo, Metallic/Smoothness, Normal, Ambient Oclusion
- 1 Demo Scene
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\n\nFor report or issue, contact us at support@arduinnasilva.com \nJust check our gallery to see all the other 3D assets. \nwww.arduinnasilva.com
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Animated OilJack model.
Included up to 3 LODs per model.
PBR content!
Albedo, Normal, Metallic, roughness and Ambient Occlusion maps included.
Low-Poly models! OilJack model has only 6700 polygons.
Texture sizes are up to 4K.
NOTE: To get same look like in our video, please, use post processing effects with provided PPProfile and add Volumetric lights which is available for free with openSource license. In video we used FPS character controller from Standard Assets.
Questions or concerns via email or Discord:
Contact email: info@dexsoft-games.com
Join our Discord Server
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Each rock model has 500-1400 polygons.
PBR content!
Materials are made from albedo, normal, occlusion, metallic and roughness maps.
We included sample terrain with 4 terrain textures and 3 grass textures, so you are ready to go for large worlds.
Added LOD Groups with 2 additional LOD stages for better optimization. Second LOD stage have some 50-100 polygons only! With this feature you will be able to paint large terrains with lot of rocks.
If you have any questions or concerns, please contact us via email or Discord:
Contact email: info@dexsoft-games.com
Join DISCORD SERVER
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Each asset has 1k diffuse and 1k normal map texture (D-N setup). No RMA textures, just value parameters.
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-Custom terrain shader with global normal, color map, height blend, AO, distance based UV, close detail normal, etc. It uses Texture Arrays, so if you plan to use the shader please check if your target system supports it or not(on PC\console shouldn’t be a problem, it’s a DX10 feature). Please note that this shader have been specifically tweaked for this terrain, it’s not a general purpose shader, you could certainly use it elsewhere but I would advise you to buy something else if you plan to do this. The shader is about 25-28% slower than the builtin 4 splat shader.
-A 2x2km terrain(can be upscaled if needed of course) in 4×4 chunks, 1k each for performance considerations(with albedo, roughness, AO, and normal map), optimized for gameplay(the slopes are minimized so even physics based games should be fine with it, and the areas are well separated, plays really well with occlusion culling)
-4 distant terrain objects with albedo, roughness, normal, height, 2k each, triangle count is around 4k, with a custom shader
-4 terrain textures with albedo, roughness, normal, height, and AO maps(2k each) The terrain itself uses a texture array but the textures are included as well
-3 photoscanned rocks(with 4 LODs, albedo, normal, roughness and AO maps(2k each), with a custom snow shader)
-4 grass texture(2x1k – diffuse, normal)
-4 trees(2k textures – diffuse, normal)
-Falling snow particle system with custom a custom shader specifically for this effect(it's a flowshader, way cheaper than the usual snow effect)
-Ground dust sprite sheet(3 variations)
-A few random props to make the demo scene a bit more interesting
-Skybox
-Color grading LUTs(a colorful and a more moody one)
-Post effect behaviour