Terrain does in fact have UVs, it's automatic, top-down planar. In the default terrain shader, you specify tiling amount of the textures. Splatmap never tiles, it always covers entire terrain. Its difficult to paint a splatmap with outside tools, I would advise against this. Each pixel must be "summed" which means the RGBA…
The splatmap is meant to be used as a mask between your terrain textures, not as a main texture itself. If you want sharper transitions though, there are two approaches you could use... 1. Use more, and smaller terrains. This will decrease the size of the splatmap pixels, but will increase the memory cost, both more…
Hello PC, sorry this seems like silly question, but I just can't find an answer! Are UV's generated for Unity terrain, or is splatmap resolution dependent on vertices? I did some testing in engine to try and figure answer for myself but couldn't reach a conclusion. I have trouble getting something that isn't blurry no…