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Unity/Terrain Texture is MegaWorld’s resource kind for Unity Terrain texture layers. It lets you paint or stamp terrain texture data using the full mask filter stack.

What it places

Terrain texture weight data on a Unity Terrain. Each prototype corresponds to one TerrainLayer asset registered in the terrain. MegaWorld writes into the terrain’s alphamap to control which texture appears where and how strongly.

Prototype settings

Each Unity/Terrain Texture prototype holds a single Terrain Layer reference — a Unity TerrainLayer asset that defines the texture’s visual properties:
PropertyDescription
Diffuse TextureThe main albedo texture for this layer
Normal MapOptional normal map texture
Tile SizeHow the texture tiles across the terrain
Tile OffsetOffset for the tiling pattern
SmoothnessSurface smoothness
MetallicMetallic intensity
SpecularSpecular color
These properties are part of the Unity TerrainLayer asset and can be edited through MegaWorld’s prototype inspector.

Syncing with terrain

Unity/Terrain Texture prototypes must match the terrain layers registered in the Unity Terrain asset. MegaWorld provides sync buttons:
  • Get/Update Resources From Terrain — reads all terrain layers from the terrain and updates the MegaWorld list
  • Add Missing Resources — adds only layers that are not yet in the list
  • Remove All Resources — clears all texture prototypes from the list (with warning)
If a terrain layer is missing or the list does not match the terrain, MegaWorld shows a sync error on the affected prototype.

Supported shared systems

Unity/Terrain Texture prototypes use:
  • Mask Filters — control where the texture is painted based on height, slope, noise, and other rules
  • Terrain Detail Settings — control opacity and texture-specific painting behavior
Scatter, transform components, and overlap checks are not used for this type. Distribution is handled through the mask filter stack and the stamper or brush area.

Tools that support this type

A Unity Terrain must be present in the scene. The TerrainLayer assets must be registered in the terrain before MegaWorld can use them.
Use Get/Update Resources From Terrain after adding new terrain layers to your Unity Terrain asset to keep the MegaWorld list in sync.