Upland – Terrain & Nature Toolkit
Verified on Windows Editor and Windows x64 / Direct3D 11. The sample walker uses Input Manager (Old) or Both. ... No external service, API key, runtime login or paid tool is required.
by greendhy
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Unity 6000.3.10f1 / URP 17.3.0 / Linear / Windows x64 / D3D11. Source C# and shaders included. Six editable examples and six 16-tile streamed outputs. 48 trees, 24 surfaces (1024px), 16 rocks, 36 plants/shrubs, 12 flowers. Each model prefab has 3 LODs; trees and rocks have collision. Terrain heightmap controls: 129–2049 samples. Mesh exporter supports square, unrotated scale-1 URP Terrain; see included documentation for full settings and limitations. Triangle ranges at LOD0: trees 13950–262128; rocks 1280–3840; plants 312–6446; flowers 702–49680. Detailed per-prefab LOD counts are in Model Inventory.md.
Documentation is included at Assets/Upland/Documentation/User Guide.md. Open Window > Upland > Getting Started for the in-editor entry point. Support: greendhy@gmail.com.
Build an outdoor world, then keep control of it. Upland combines seeded terrain generation, erosion, sculpt layers, biome placement, painted paths and exports with a reusable nature library. Start from six editable examples or use your own prefabs and placement rules.
Included environments: Riverside Woodland, Conifer Valley, Mixed Woodland, Flower Meadow, Rocky Highlands and Dry Canyon. Each includes an editable source scene and a separate 4 × 4 streamed example. Samples are 256–384 metres across, with a walking controller and an overview camera.
• 48 tree shapes across 12 families, with three LODs, trunk collision and material-driven wind.
• 24 terrain surfaces with 1024 × 1024 albedo, normal and mask maps.
• 16 rock prefabs, 36 ground plants/shrubs and 12 flower shapes with three LODs.
• 12 GPU ground-cover definitions using the plant geometry.
• Editable FBX models, configured prefabs, URP materials and source code.
Authoring workflow: generate a terrain from a stable seed, shape it with ordered sculpt layers, set height/slope/density rules, paint paths that reserve vegetation corridors, and rebuild with Undo/Redo while retaining objects outside the managed biome. Editable terrain uses slope-aware triplanar surfaces to reduce texture stretching. Export a terrain mesh with layered triplanar or baked-atlas surfaces, or export a complete world into distance-streamed terrain tiles with distant terrain and low-detail objects.
Requirements: Unity 6000.3.10f1, URP 17.3.0, Linear color space. Verified on Windows Editor and Windows x64 / Direct3D 11. The sample walker uses Input Manager (Old) or Both. GPU ground cover needs compute shaders and instancing. Layered mesh surfaces require texture arrays and shader model 4.5. Built-in RP, HDRP, mobile, WebGL, XR, macOS and Linux are not included in the verified support scope.
Scope: simplified game-style nature content and finite outdoor examples. Paths paint and clear vegetation; they do not generate road meshes. Water is a static visual lake/river surface without buoyancy or flow simulation. Terrain edits made outside the recipe are replaced on rebuild. Streamed and mesh exports are independent snapshots. Cross-rule collision avoidance, texture-height blending, runtime endless generation and integrations with other terrain tools are not included. Screenshots show the delivered Unity scenes.
Comprehensive offline instructions and configuration/performance notes are included. No external service, API key, runtime login or paid tool is required. Support: greendhy@gmail.com.
Production used EZ-Tree, FastNoiseLite, Blender Rock Generator and MTree core under MIT licenses; PlantGenerator was consulted as an MIT modelling reference. The adapted URP terrain shader uses the Unity Companion License. See the included Third-Party Notices.txt for details.
Version 1.0.1 adds layered ground vegetation and reusable atmosphere profiles to the six example presets. Creating an editable scene reproduces these saved settings; recipe, biome and cover definitions are copied independently, while meshes, materials and atmosphere assets remain shared. Ground-cover water exclusion keeps roots above generated lake/river waterlines. Changing a recipe layer array configures creation; edit an existing scene layer through its own Ground Cover settings. The existing 112 nature prefabs and 24 surfaces are retained.
Version 1.0.2 refines tree-shape combinations, meadow grouping and vegetation draw/fade distances, and adds optional static scenic backgrounds with matching sky colours. The background is non-playable, has no collision and does not automatically regenerate after terrain edits; it can be adjusted or removed. All 96 streamed tile paths and GUIDs are retained. Content counts and the verified support scope remain unchanged.