Welcome to CTS, the Complete PBR Terrain Shader for Unity 3D!
A collaboration between NatureManufacture and Procedural Worlds, CTS combines our collective expertise to create a terrain shading system that is Powerful and Easy to Use!
CTS comes with a professional PBR texture library that can be applied with a click to instantly change the look and feel of your scenes and can be tweaked at run time to get your environment just right.
Important Note
This version of CTS works with Unity 5.6 - 2018.2, and 2018.3 without instancing or pipeline support. If you wish to target Unity 2018.3 or Unity 2019 with instancing and lw and hd pipeline support then please upgrade or purchase CTS 2019 instead.
Key Features:
- Up to 16 PBR texture sets in 1 pass - fast;
- Standard work flow - compatible & easy;
- UV Mixing - removes tiling;
- Geological Layering - adds interest;
- Detail Mixing - adds interest & reduces tiling;
- Dynamic Snow Cover - with a slider;
- Dynamic Snow Glitter - with a slider;
- Dynamic Water Cover - with a slider;
- Height Blending - relative texture blends;
- Lite, Basic, Advanced & Tessellation;
- Ambient Occlusion - realistic shadows;
- ColorMaps - enhanced terrain coloring;
- GrassMaps - tint colormap from grass;
- Cutouts - height and mask based;
- Mesh Support - see note (#1) below;
- Profile Based - similar to Unity Post FX;
- Texture Library - 48 quality sets, 20 helpers;
- Profile Library - matched profile sets;
- Substance Support - see note (#2) below;
- MegaScans texture support;
- MapMagic and runtime terrains;
- Weather - Simulate wetness & snow;
- Seasons - Tint your terrain by season;
- Sample scenes included (excl models);
- VR Compatible;
Per Texture Control:
- Albedo, Normal, Smoothness, Roughness, Height, AO;
- Near and far tiling - reduces tiling;
- Tinting - matching & seasonal variation;
- Brightness - texture matching;
- Smoothness - reflection & wetness;
- Height blending - relative texture heights;
- Height depth - relative texture depth;
- Triplanar - no more terrible cliffs;
- Detail strength - use it as needed;
- Geo strength - use it as needed;
- Snow amount - control snow cover;
- Snow / Water - angle, height, hardness;
- Snow / Water tint - vary color by usage;
- ColorMap strength - near and far;
- ColorMap masking - controlled maps;
Our Customers Say:
"Wow.. amazing results. My co-workers couldn't believe I did this!"
"Best shader terrain, best support reply in 5h."
"This is the best solution and I have tried THEM ALL on unity asset store and only CTS gave me the results I wanted."
"Add CTS to your terrain, create a profile, add some extra texture maps (height, spec, ao etc) and see your terrain pop."
"This should be considered part of your default stack when working with terrain in Unity. With very little effort you can improve the graphics performance of your terrain tenfold, it is essential."
Hardware Support:
- Shader model 3.5+ (basic + advanced);
- Shader model 4.6+ (tesselation);
- Direct X 11 / 12;
- Open GL ES 3.0;
- WebGL 2.0;
- Metal;
Shaders are limited by texture array support and consequently do not support DX9, OpenGLES 2.0 or Web GL1.0.
NOTE #1: CTS 1.9.x does NOT support terrain instancing and the LW or HD SRP pipelines. For instancing, LW and HD SRP support please see CTS 2019.
NOTE #2: Meshes are supported, but the workflow to generate and configure the texture and splat arrays used by CTS is still a terrain based workflow. You can however remove the terrain and replace it with a mesh as last step in process. Please visit our Discord channel if you want more clarification.
NOTE #3: CTS is fast, however old cards without dynamic branching support have had issues with this, so please download and run our demo's before purchasing to ensure your system is compatible.
Upgrade Policy:
Every year as we further develop our products we will charge a nominal upgrade fee which is usually around 20% of the normal purchase price for the next major release of our software. These upgrades are aligned to the major Unity versions they support. For example CTS 2019 will be enhanced and supported for the full Unity 2019 product cycle. You are not obliged to update to newer versions of our products if you do not need to, however old versions of our products will not be supported on new versions of Unity. All upgrade money is fed back to the team to ensure that we can continue to update, grow and support our products and customers over time.
Some Of Our Product Suite:
As environmental specialists NatureManufacture and Procedural Worlds have much more to offer. Here is a small sample of our tools and content:
Gaia - A world generation system for creating, texturing, planting and populating scenes from low poly mobile, VR and through to high end desktop.
GeNa 2 - A sophisticated localised level design tool that augments Gaia’s broad brush strokes, by working intuitively to give fine grained control.
Pegasus - A system that can drive anything along a path. Great for cut-scenes, and even has an ambient ai that supports formations, animation and local avoidance for your npc's and animals!
R.A.M. - A spline based river creation tool to decorate your terrains.
Mountain Trees - A collection of stunning trees to add interest to your scenes.
Advanced Foliage Pack - A collection of gorgeous foliage and ground textures to bring your scenes to life.
Want To Know More ?
Unity Forum
CTS Tutorials
Have A Chat
Ticketed Support
CTS is a collaboration between:
- NatureManufacture - Facebook &
- Procedural Worlds - Facebook
We would like to thank Amplify Creations, our artists, our beta teams and the community for their ongoing input and support!
v 1.9.1 . Made the directory check for old versions of CTS less aggressive, should only find folders called CTS now . Added a check for maximum texture limit . Fixed a potential cause for seeing a black terrain when selecting a CTS profile . Disconnecting Profiles sets the texture wrap mode to "Clamp" for the resulting splat maps v 1.9.0 . Please backup and remove your previous CTS . CTS is now installed under Assets/Procedural Worlds/CTS instead of Assets/CTS . Fixed an issue with bad LOD switching when using Snow . Added selection fields for custom albedo and normal texture compression formats. CTS will display warning boxes if the selected format is not suitable for your target platform. . Fixed an issue where CTS would override the "Detail Resolution per Patch" value with 64. In 2018.3 this value is now kept correctly, in versions 2018.2 and below you can enter a desired target value in the optimization settings. . Fixed an issue where CTS would ignore the existing splatmaps on the terrain in rare cases . Added a checkbox to seasonal tint in the CTS weather manager that allows you to switch off seasonal tint while keeping the other weather manager features. . The rain value in the weather manager will now influence global profile smoothness instead of overriding individual texture smoothness. . CTS will use the correct default rendering material of the current rendering pipeline when switching shader type to "Unity" . "Draw Instanced" will be switched off automatically when the setting is activated on the terrain . Added support for the new terrain layer system in Unity versions 2018.3 and above. CTS will create new layers in the CTS/Profile/TerrainLayers folder . Added substance support when the Allegorithmic substance plugin is installed . Moved CTS material application from Start() to OnEnable() to prevent issues when using CTS with the Vegetation System asset . Aligned the CTS menu and folder structure with the other Procedural Worlds products . Added a confirmation popup message when using the "Apply profile" button to prevent accidental profile application . Fixed an issue with runtime profile switching in a build . Added a configurable path for terrain layer asset files in the CTS profile . Added a new feature to disconnect / reconnect CTS profiles.