@SetaLevelDesign they are so good that I've bookmarked your channel on my bookmarks bar so I can easily go back and watch multiple times. And I hit the bell so any new video will show up in my notifications.
I'd be interested in know how I can use terrain for real world terrain. I have the sea floor bathymetry and it ranges from -10k to 19k (bottom of sea floor is -10k-ish and highest land height is 19k-ish.
Excellent video, but I have a question, if I want the details to have an LOD group, do I have to place them manually? Like for example grass, if they don't have LOD groups, wouldn't they be very expensive for performance?
If you are place a lot of the same models, such as grass, it is better to remove the LOD and connect them to Detail because Unity then uses the rendering of many instances of the same details in one rendering pass. I'll give you an example that I once tested myself. The same number grass on the scene: Paint Detail: 117 batches 120FPS Manually distributed prefabs (with LOD): 36000 batches 50 fps So it is best to place grass manually only in places where we cannot add it as Paint details:)
Unfortunately, the standard terrain shader in Unity will stretch textures:/ an alternative is to use another shader from the assetstore or modifying the tiling setting of a given texture so that it is not so visible:)
You can add Terrain Tool to Unity from package manager. With this should be easier creating slops. I very often just make different heights and then use smooth to smooth them out and create a slope:)