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 UnityTerrainLayer asset that defines the texture’s visual properties:
| Property | Description |
|---|---|
| Diffuse Texture | The main albedo texture for this layer |
| Normal Map | Optional normal map texture |
| Tile Size | How the texture tiles across the terrain |
| Tile Offset | Offset for the tiling pattern |
| Smoothness | Surface smoothness |
| Metallic | Metallic intensity |
| Specular | Specular color |
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)
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
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.
