MicroSplat - Ultimate Bundle

Offered at over a 30% discount compared to buying the modules independently, the MicroSplat Ultimate Bundle offers these modules in one package:


- Anti Tiling

- MicroSplat Core Module

- Decals

- Global Texturing

- Dynamic Snow

- Low Poly Look

- Mesh Terrains

- Mesh Workflow

- Puddles, Streams, Lava & Wetness

- Runtime Procedural Texturing

- Scatter

- Terrain Blending

- Terrain Holes

- Tessellation and Parallax

- Texture Clusters

- Triplanar UV

- Trax

- Wind and Glitter


The bundle is downloaded as a single package.


HDRP/URP support sold separately:

HDRP2019, HDRP2020, HDRP2021, HDRP2022, HDRP Unity 6.0, Unity 6.3

URP2019, URP2020, URP2021, URP2022, URP Unity 6.0, Unity 6.3


Core Documentation

Discord Group


The Asset Store license requires 1 seat per copy of Unity in your organization.


MicroSplat is the fastest and most feature rich terrain shader available. From flowing water and lava, to simple blending of objects with terrains, to anti-tiling features like Texture Clustering, Snow Tracks, decals and mesh based workfows, MicroSplat does it all and does it faster. Supports up to 32 PRB textures per terrain or object


Please read the documentation in Packages/MicroSplat-Core/Documentation/MicroSplat Documentation to get started.


Release Notes

MicroSplat 3.9.49

- Fix to fallback issue

- Fix to unity 6.3 urp


MicroSplat 3.9.48

- Unity 6.3 support


MicroSplat 3.9.47

- Vertex only displacement mode

- misc fixes


MicroSplat 3.9.46

- Fix to URP reseting the adapter settings sometimes

- Unity 6 fixes


MicroSplat 3.9.45

- Unity 6 fixes


MicroSplat 3.9.44

- Fix to bug in texture packing code when only diffuse map is provided.


MicroSplat 3.9.43

- Fix to normal being inversed on terrain section of a terrain blended material


MicroSplat 3.9.42

- Fix to compile error in per texture scatter fade


MicroSplat 3.9.41

- Fix to render texture release issue when set to quality packing


MicroSplat 3.9.40

- NEW: Dither Blend option for Terrain Blending, allowing it to draw as part of the opaque drawing instead of using alpha


MicroSplat 3.9.39

- Fix to spew about render texture release


MicroSplat 3.9.38

- Fix to texture corruption issue when converting arrays with no height or normal maps


MicroSplat 3.9.37

- Fix to tangent normalization.


MicroSplat 3.9.36

- Fix to procedural texturing noise when use in world space


MicroSplat 3.9.35

- Make renaming of _base shader more robust for external tools


MicroSplat 3.9.34

- Fix to duplicate declaration of property


MicroSplat 3.9.33

- Support for fast terrain preview module for MicroVerse


MicroSplat 3.9.32

- Add support for upcoming 2022 adapters


MicroSplat 3.9.31

- Fix to height map auto generation


MicroSplat 3.9.30

- Add support for See Through Shader module


MicroSplat 3.9.29

- Fix to some syncing issues with MicroVerse

- Fix to issue that was leaking materials

- Fix for derivative issue in decal rendering

- Fix compile error in trax



MicroSplat 3.9.28

- Fix to tessellation compile error


MicroSplat 3.9.27

- Made tessellation dampening around alpha holes optional

- Allow for not checking in texture arrays to source control (will be regenerated on opening) - Fix to platform switching

- Code to sort layers (with propdata) from MicroVerse moved into core

- Type is checked before loading texture array on import

- Per texture parallax height added

- fix to sampler stripping issue


MicroSplat 3.9.26

- Fix to procedural texture baking in URP/HDRP


MicroSplat 3.9.25

- Fix to URP2020 switching back to standard semi randomly

- Fix to stochastic texture sampling issue on m1 macs (getting pixelated)

- Allow painting on procedurally textured meshes

- Expose functions so external assets can more easily convert terrains

- Removed integrated assets section on conversion


MicroSplat 3.9.24

- Texture Array Packing optimized to remove a lot of extra memory useage and use the GPU for all operations

- Fix a bug with normal map generation in terrain to mesh conversion

- Fix but with world space UVs for normals

- Improved hashing for texture array config

- Procedural Texturing module shows the override mask when exclusion map is enabled


MicroSplat 3.9.23

- New GUI layout - separate tabs for features, settings, per texture properties, and inline texture array editing from the material editor

- Low poly module has option to fade the wireframe over distance

- Smoothness now generates as 0 when you don't provide a smoothness texture. While people seem to understand it generating a normal automatically, they don't seem to understand it generating a smoothness value and constantly assume no smoothness texture means no smoothness, so now it does.


MicroSplat 3.9.22

- Removal of direct substance support (due to substance API changes)

- Terrain Blending lighting matrix blend can be controlled indepently of texture blend

- Fix to per texture triplanar contrast

- Fix to distance resampling when stream override is used

- Fix duplicate syncing of terrains when many terrains are used

- Reduce memory usage when packing textures

- Better tab controls on FX painter when many modules are present

- Fix to various truncation warnings


MicroSplat 3.9.20

- More stable version of UseInstanceNormal script for terrain blending

- Fix to light layer issue in URP

- You can now use triplanar on terrain blended objects when using world UVs

- Optimized terrain blending shader


MicroSplat 3.9.17

- You can now have terrain blended objects be triplanar while the terrain is in worldUV mode

- You can disable noise normal in terrain blended objects

- Fix to normal banding issue in terrain blending that was causing square shapes in the normals

- Terrain painter now has scrollable brush area


MicroSplat 3.9.11

- Support for upcoming 256 texture module

- Bias for clipping exposed when using tessellation

- Fix to render baking in URP

- Added docs for getting GitHub access

- Fix compile error in HDRP 2021 adapter when Decal Layers are used

- Fix several warnings

- Only use asmdef defines instead of installing them into the player settings


MicroSplat 3.9.9

- Tessellation on Instanced Terrain now supports angle bias

- New triplanar mode for fixing smearing on ~90 degree angles on terrains

- Streams simulation now pause when game is paused


MicroSplat 3.9.8

- Fix to compile error in low poly look's edge mode

- Object Shader removes all per texture properties, as these were causing things like snow to take on the first textures per-texture settings


MicroSplat 3.9.7

- Streams now tintable

- Fix to procedural texturing sample stripping on windows

- Fix to trax tessellation displacement when using only snow tracks

- Documentation buttons readded to every module


MicroSplat 3.9.6

- Emssive multiplier is now unbounded for HDRP, which needs much higher values

- Fix to Mesh Workflow's vertex mesh syncing

- Fix to wind slope filter to prevent denormalization issue with vector

- Fix warning about render textures in Trax


MicroSplat 3.9.5

- Fix to compile error in stochastic per texture property


MicroSplat 3.9.4

- Use of Object.GetHashCode updated to reflect changes unity is making in 2021.2

- Enforce that the propData object assigned to the terrain is the same as the one the material will find. This means you cannot have separate prop data objects for 2 terrains sharing the same material, but it's less likely to cause issues when people don't read the docs and start renaming stuff left and right.

- When changing the shrink source textures option back to unchanged, textures are resized back to normal


MicroSplat 3.9.2

- Fix to per texture properties blending between textures introduced by sampler sharing


MicroSplat 3.9.1

- Fix to texture cluster modules compile error in cluster3 mode

- Fix to terrains getting a max texture count of 24 when they should be 16 on conversion


MicroSplat 3.9.0

- Massive refactoring of internal use of texture samplers. A total of 20 samplers were removed from the system, and I don't think it's possible to exceed the hardware sampler limit (16) anymore. Unfortunately this required bumping the major version, since it affects almost every module.

- (internal cleanup) Removed surface shader legacy cruft, mostly using modern declarations and sampling conventions now.

- Fixed a few places where textures were being wrapped instead of clamped, causing potential seems between terrains

- Texture Selection Displays now shows overriden layer name when layer is overridden in Texture Array Config


MicroSplat 3.8.14

- Added "TerrainCompatible" tag to shaders so Unity 2021 doesn't put warnings in the terrain editor

- When using the slope filter in terrain blending, the normal from the terrain is only taken into account on the blend area, not on the tops of objects which are just recieving terrain texturing

- Flip Mesh Workflow normals to match unity standard orientation

- Force array to have 1 texture in it if no textures are provided on conversion

- Trax now filters downward facing surfaces from the effect

- Cleanup to some trax code in HDRP

- HDRP GI emission flag added

- Fix to per texture rotation of UVs in tessellation stages


MicroSplat 3.8.13

- Fix to distant resampled triplanar normals

- Snow amount would get modified by the angle filter, causing the snow to fully appear much too early (around 0.2 in the demo scene). This now always spans the full range from 0-1.

- Better integration of snow with tessellation. Displacement starts a bit later to give time for snow to visually appear before build up. Displacement now fills in the low areas first, then eventually flattens the terrain when enough snow has built up.

- Fix to compressor to make sure compression is applied in build on newer unity versions

- Remove per-pixel normal setting on digger shaders


MicroSplat 3.8.12

- Fix to per-texture controls for second/third noise normal in anti-tiling module

- Fix to triplanar when using blend surface normals and tessellation

- Fix to microsplat compressor file format not being linear


MicroSplat 3.8.11

- Fix to triplanar normals- got a little too aggressive with an optimization and it caused some bad lighting on steep slopes.


MicroSplat 3.8.10

- Option to triplanar map snow

- Optimization to triplanar calculations

- Fix to mesh workflow not compiling in builds

- Prevent Rim light power of 0 causing nans


MicroSplat 3.8.8

- Fix issue in mesh workflow where after syncing in editor sometimes a mesh would be pink


MicroSplat 3.8.7

- Added quality options to texture formats for ATSC in 4x4, 6x6, or 8x8 formats, and BC7 on PC when set to high quality

- Added override option for BC7 texture format

- Flipped triplanar and world UVs to match default UV direction

- Fixed tangent issue in mesh workflow

- Fixed timeout issue in render pipeline detection

- Removed vertexID as it was causing issues on some android devices


MicroSplat 3.6.6

- Fix to using lightmap UVs in Mesh Module

- Fix to tessellation offset

- Fix to compile error with lightmapping mode in BiRP


MicroSplat 3.8.5

- Fix to procedural texturing baking not getting height data correct when baking splat maps.


MicroSplat 3.8.4

- Significant optimization to vertex size and interpolator usage for terrain shaders, which helps vertex throughput on low end devices and when using tessellation



Basic Information
Latest Version
3.9.49 (07 Dec 2025)
Publisher
Jason Booth
Category
Editor Extensions/Terrain
Size
0.85 GB
Price
€183.09
Asset Rating
(28)
Extended Information
Unity Versions
2019.4.39, 2020.3.35, 2021.3.29
Render Pipelines
BIRP URP HDRP
State
Published