but the vertex painter need a lot of vertex to have a good detail on painted texture. How do you keep low poly terrain or terrain polygon optimized but at the same time be able to use vertex painter efficiently??
If you're using an actual terrain mesh, then yes the more vertices the better for vertex painting. But if you use the integrated landscape system(does Unity have that?), then they usually have their own subdivision and LOD system so painting is much easier. If your terrain doesn't have any steep angles, you could do a…
Unity terrain system uses a splat map for blending, not vertex color. Splat map is a RGBA texture, each channel controls one tiled texture (grass, or rock, or dirt, etc.). You could also use a splat map on your own mesh-based terrain. However you will need a custom shader to do this. Shader Forge is a great way to make…