[URP Shader Graph] Exceed Terrain 4-Layer Limit
Solution
Unity 2021.3.x - Unity 6.3.x
Published Thu, Mar 12
A challenge exists when attempting to utilize more than four Terrain Layer assets within a Universal Render Pipeline (URP) Shader Graph. The default behavior does not natively support the Add Pass methodology employed by the built-in Terrain shader, leading to incorrect blending and display errors when the Terrain Layer count increases.
To correctly implement support for more than four Terrain Layer instances in a URP Shader Graph, it is necessary to replicate the Add Pass rendering strategy. While HDRP natively supports up to eight layers in a single pass, URP employs a multi-pass approach, allowing an extended number of Terrain Layer additions.
- Configure a base pass to render the initial four Terrain Layer textures as opaque geometry.
- Define subsequent passes using an Additive blending mode for every additional set of four layers.
- Remap the texture indices for each additive pass back into the [0,3] range within your script to ensure proper sampling by the
Shader Graphnodes. - Utilize the
Splat Controlmaps to mask each pass, ensuring the output accurately reflects the blending logic for every Terrain Layer. - Ensure your script or shader logic accounts for the offset in the
Splat Mapindex when sampling beyond the first texture.
Additional Tips
- Check the
Terraininspector to confirm how many Terrain Layer objects are assigned to ensure theSplat Mapcount matches your shader passes. - Monitor performance, as each additional Terrain Layer pass increases the draw call count for the terrain mesh.
- For Unity 6, verify
Render Graphcompatibility if using custom pass injections to handle the Terrain Layer rendering loop.
TL;DR
Support higher Terrain Layer counts in URP by implementing multi-pass rendering and index remapping within your custom Shader Graph logic.
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