Paint Land: LowPoly Landscape Painter
Textures: paint up to 8 textures (rock, sand, mud and more), soft-edged or on whole ... Paths: draw paths at any width with crisp edges. ... Ctrl+click picks up a colour, texture or height
by YaraJ
Price History +
- Render pipeline: URP only. Water needs URP's Depth Texture, which Paint Land turns on for you.
- Unity 6
- Editor tool. The painting is editor-only; the grass field and water run in builds.
- Works on a mesh, not Unity Terrain
- Brush sizes: shape up to 400 m, ground up to 300 m, textures up to 120 m, grass and scatter up to 80 m, paths up to 40 m wide
- Up to 8 painted texture layers
- Data is saved to plain asset files (a shape file and PNG masks for textures, paths and grass), so it works with version control
- Scattered objects are normal scene objects under a "Land Scatter" parent
- Full undo (Ctrl+Z) per stroke
- C# source included
- Shaders: Land (vertex colours), Water, Grass Field
- Dependencies: none beyond URP
Requires the Universal Render Pipeline (URP).
Paint Land turns a mesh into a world you paint by hand. Open Tools > Environment > Paint Land, pick a tab and drag across the land in the Scene view. Everything saves by itself, every stroke can be undone with Ctrl+Z, and your work stays put when you rebuild the land from a new model.
It's made for stylised, low-poly worlds with soft vertex colours, like Astroneer. It works on a mesh, not Unity Terrain, so you keep your own shape and triangle style.
Seven brushes in one window
- Shape: raise, lower, smooth, flatten, roughen or restore the land, and make ramps. Colliders, colours, grass and plants follow the ground as it moves.
- Ground: paint the ground's colours with a soft brush, or colour whole triangles for a crisp low-poly look. Pick From Land grabs a colour straight off the ground.
- Textures: paint up to 8 textures (rock, sand, mud and more), soft-edged or on whole triangles.
- Paths: draw paths at any width with crisp edges. You can choose to clear trees and plants out of the way.
- Water: paint lakes. The water level is wherever you start the stroke. The bed is dug out for you, with a smooth shore and foam at the edge, and anything in the water is removed. Or add a sea over the whole land in one click.
- Grass: add a GPU grass field over the whole land and paint where it grows thicker, thinner or not at all.
- Scatter: scatter trees, rocks, flowers or any prefab in natural clumps and patches. Each clump gets random colours, sizes and lean, with optional colliders that fit each kind.
Quick controls
- Shift or the Erase tick rubs out
- Ctrl+click picks up a colour, texture or height
- [ and ] change the brush size
- Esc stops painting, Ctrl+Z undoes a stroke
Fast at runtime
- Grass is built in 16 m chunks near the camera and drawn on the GPU, thousands at a time. It thins out with distance and casts no shadows.
- Scattered plants share tinted materials (one per colour) so they still batch.
- Grass stays off paths, steep slopes and water automatically.
What's included
- The Paint Land editor window and all its brushes
- Land, Water and Grass Field shaders (URP)
- A sample land and a demo scene
- Documentation