USA California & Desert Southwest Real-World Terrains 100 km²


Native 3840 x 2160 - no upscaling, demo scenes in player builds: HDRP 132-160 FPS URP 163-214 FPS Built-in 324-541 FPS (RTX 3090) ✦ DEMO CONTROLS Mouse look ... ✦ USE CASES


by Matei Ioan Alexandru


Price History +

26 real-world maps of California and the desert Southwest, 10 x 10 km (100 km²) each at 2.48 m, 1:1 scale. 9 demo scenes, Built-in/URP/HDRP.
  • Heightmaps - 26 x 16-bit greyscale PNG, 4033 x 4033 px: 26 maps of 10.00 x 10.00 km (about 10 x 10 km, 100 square km) at 2.48 m per pixel
  • Relief - 266 m to 1,582 m per map (lowest point of each map at 0)
  • Unity terrains - one terrain of 4097 samples per map, terrain holes for the exact edge
  • Height precision - one height level is about 0.8 cm on the flattest map and about 4.8 cm on the map with the largest height range
  • Demo content - 3 map prefabs (one prefab works in every pipeline) + 9 demo scenes (3 per pipeline)
  • Ground textures - California Hills + Desert Southwest (16 ground layers) + the shared ground layers, 4096 x 4096 albedo, normal and mask
  • Water - transparent lake and river surfaces whose colour comes from the real water depth (depth texture), soft shorelines, travelling waves and river flow, for Built-in, URP and HDRP
  • Shaders - anti-tiling, world-aligned terrain shaders with side projection on steep faces (triplanar) for Built-in, URP and HDRP
  • Editor tools - Terrain Builder, Project Setup, USA and UK Ground Textures; PDF documentation included
  • Compatibility - Unity 2022.3 and above; Built-in, URP and HDRP

▶ Full 4K video showcase: https://youtu.be/T0314vYZSFQ

​

California and the desert Southwest - golden chaparral ridges, coast-range canyons with reservoirs, desert mountains, mesas and washes of Arizona and the Mojave - at their real size, 10 x 10 km per map

26 maps of California and the desert Southwest from real-world elevation data (DEM). Golden grass and dark chaparral on steep Californian ridges, coast-range canyons with winding reservoirs, and the mountains, mesas, canyons and washes of the Arizona desert. Each map covers 10.00 x 10.00 km (about 10 x 10 km, 100 square km) at 2.48 m between samples. Every Unity terrain sample is an original heightmap pixel - nothing is stretched or resampled - and 1 Unity unit is 1 metre.

​

✦ WHAT'S INSIDE

  • 26 heightmaps - 16-bit PNG, 4033 x 4033 px, relief from 266 m to 1,582 m per map
  • One Unity terrain per map - 4097 samples at the map's own 2.48 m spacing; the unused 64-sample strip at the edge is cut away with terrain holes
  • 3 demo levels x 3 render pipelines - 9 ready scenes to fly or walk through: Canyon Reservoir, Chaparral Ridges, Desert Mountains
  • Terrain Builder - one click turns any heightmap into a real-scale Unity terrain
  • 2 ground looks - 8 ground layers each in 4K (California Hills: meadow, forest floor, dry earth, scree, rock, gravel, bog, lake bed; Desert Southwest: meadow, forest floor, dry earth, scree, rock, gravel, pavement, lake bed)
  • Shore water - transparent winding canyon reservoirs: clear at the shoreline, the bed visible in the shallows, darker water further out, rivers that follow the valley downhill, a thin moving shore film and wet ground just above the water, in Built-in, URP and HDRP
  • Golden summer and desert - the ground of the demo levels is painted from the real shape of each map: dark chaparral on the shaded slopes, golden grass on the sunny ones, granite and schist outcrops, a bare ring around the reservoirs; desert scrub, grassland, red soil, sandstone walls, talus and desert pavement in the Southwest

​

✦ FEATURES

  • Huge real-world maps - 10 x 10 km of real ground in every map, at 2.48 m between samples: ridges, canyons, fans, washes, mesas, buttes and reservoir shorelines are in the data itself
  • Exact scale - size and height range are in every file name and inside every PNG, and the builder reads them for you
  • Anti-tiling terrain shaders - every layer blends three texture sizes by viewing distance, so no repeating patterns
  • Cliffs without stretching - textures are projected from the side on steep faces, so walls show real rock texture instead of vertical streaks; flat ground is unchanged
  • Verify - compares every terrain height with the original pixels

​

✦ PERFORMANCE

  • Native 3840 x 2160 - no upscaling, demo scenes in player builds: HDRP 132-160 FPS · URP 163-214 FPS · Built-in 324-541 FPS (RTX 3090)

​

✦ DEMO CONTROLS

Mouse look · WASD move · Shift fast · G walk at 1.8 m eye height · F fly · N / P next / previous level · H help

​

✦ UNITY 2022.3 AND ABOVE

Built-in, URP and HDRP in one package. Tools > Lidar Terrains > Project Setup switches on terrain holes, and Shore Water Setup the depth and opaque textures the water reads, in your pipeline asset with one click. The Built-in Render Pipeline has no post-processing, so the Built-in demo levels look simpler than the URP and HDRP ones.

​

✦ USE CASES

Open-world games · flight and driving simulators · hiking, hunting and survival games · cinematics · terrain studies. The heightmaps also work in other tools: 16-bit PNG, north up, size and height range in the file name.

​

✦ MORE REAL-WORLD TERRAINS

Same format, same tools:

  • Alaska Mountain Peaks - https://assetstore.unity.com/packages/slug/425664
  • Alaska Valleys & Uplands - https://assetstore.unity.com/packages/slug/425668
  • Alaska Fjords, Lakes & Volcanoes - https://assetstore.unity.com/packages/slug/425670
  • British Columbia Alpine Peaks - https://assetstore.unity.com/packages/slug/425040
  • British Columbia Mountain Valleys - https://assetstore.unity.com/packages/slug/425042
  • British Columbia Lakes & Rivers - https://assetstore.unity.com/packages/slug/425044
  • British Columbia Plateau & Eskers - https://assetstore.unity.com/packages/slug/425046