ASE Terrain shader with more than 4 splatmaps

Node-based Shader Editor

ASE Terrain shader with more than 4 splatmaps

Postby jojue » Mon Apr 08, 2019 10:31 pm

Hi there,

I was setting up a custom terrain shader and wanted to us more than 4 splatmaps. So I added a AddPass shader to my terrain shader and set it up like in the Simple Terrain example. When I painted the 5th splatmap it appears in completely black.

So I went back to your Simple Terrain example and tried to paint a 5th splatmap to see if I made some errors, but it doesn't seem to work in the Simple Terrain example as well. It appears at a black texture, even though there is the SimpleTerrainAddPass added and the splatmap count is set to 8.

Is this a bug or are more than 4 splatmaps not supported by the ASE?
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Re: ASE Terrain shader with more than 4 splatmaps

Postby Amplify_Borba » Tue Apr 09, 2019 12:08 pm

Hello, a similar question was already answered in this post, feel free to refer to it and do let us know if it helps.
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Re: ASE Terrain shader with more than 4 splatmaps

Postby jojue » Tue Apr 09, 2019 2:23 pm

Thanks for your answer. I was searching the forums for a similar topic, but this thread wasn't shown for me.

I was setting my FirstPass and AddPass shader up like in your example, but if you open the SimpleTerrain example scene that comes with ASE and try to add a 5th texture you see that it will show up as a black texture and not the selected texture.

Is there something I've been missing?

I would like to attach a picture, but the board attachment quota has been reached.
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Re: ASE Terrain shader with more than 4 splatmaps

Postby Amplify_Borba » Wed Apr 10, 2019 9:45 am

Apologies for that, we're currently looking into the forum issues, you may use an external service such as imgur and the the insert image tag [img]img_url[/img].

In any case, we've managed to track down the issue, it seems to be present on Unity 2018.3+ and it requires you to remove the Splat Count Tag in the SimpleTerrainFirstPass shader:

Image

After doing so and compiling the shader, it should work as expected.
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