The Ground asset is controlled entirely through the material property block, I suggest toying with the values to familiarize yourself with them. The material being very long I categorized the fields into:
Ground Textures || Ground Values || Tiling Textures || Tiling Values || Mud Values || Custom Fog || Lighting || Tessellation || Pragmas
I will describe the important parameters in order:
|| Ground Textures ||
- Ground Albedo: A colored texture to control the ground color
- Ground Albedo Saturation: The saturation value of the ground texture
- Overall Scale: The scale parameter controlling every texture coordinates except the ground displacement
- Ground Little Spec: The B&W texture controlling the specular intensity where the light reflects on the ground surface
- Ground Displacement Texture: The texture controlling the displacement of the ground vertex
- Displacement Offset: The value differentiating the height between ground and tiling, 0 = no differences in height
- Displacement Color Multiplier: The parameter multiplying the value(color) difference based on displacement height
- Displacement Shadow Multiplier: The parameter multiplying the shadow value based on displacement height
- Up Vector: The higher this value is the more the displacement will move towards the world upward vector
- Normal Vector: The higher this value is the more the displacement will move towards the vertex normal
|| Ground Values ||
- Ground Scale: The scale parameter controlling the ground texture coordinates
- Dig Color: The color tint of the dug up ground based on interactive effect (blue)
- Normal Effect Depth: The multiplier offset of the interactive effect, does not scale with the RenderTexture dimension if you do not understand what it does leave it between 0.10-0.20
- Normal Effect Strength: The value multiplying the overall normal interactive effect (Visual only)
- Dig Ground Strength: The vertex displacement multiplier (Vertex position only)
|| Tiling Textures ||
- Tiling Albedo: A colored texture to control the tiling color
- Height Map: The texture controlling the parallax occlusion effect, white = no height, black = deep height
- Height Scale: The multiplier of the parallax effect
- Parallax min/max samples: The sample definition of the height effect, lower it for better performances
|| Tiling Values ||
- Tiling Scale: The scale parameter controlling the tiling texture coordinates
- Tiling Trail Color: The tint of the interactive effect on the tiling (color is reversed; white = very dark tint trail)
- Tiling Transparency: Parameter used by the additive component and the terrain script, sets the rock alpha, in most cases you do not want to touch this
|| Mud Values ||
- Mud Scale: The scale parameter controlling the mud texture coordinates, here "mud" refers to the dug ground effect, when you interact with the ground with a blue colored effect you get mud.
- Mud Wave Height: The max height a water wave can reach (based on local position)
- Mud Water Height Offset: The offset value to offset the water height (based on local position)
- Mud Albedo: The color of the ground mud
- Mud Water Albedo: The color of the water in the mud
- Water Scale: The scale of the water textures
- Water Speed: The speed of water scrolling
- Water Level: The value at which the water is supposed to be levelled, -1 = no water / 0 = water barely below ground surface / 1 = water flood
|| Custom Fog ||
- Fog Texture: The fog pattern texture that will render above the ground (if you don't require custom fog then disable it in the pragmas)
- Flow Texture: The flow texture of the fog (how it will move)
- Flow Direction: The overall movement direction of the fog
|| Lighting ||
- Projected Shadow Color: The color of the ground & tiling shadows
- Light Offset/Hardness: Range values to control how the light gets rendered on the material
- Rim Ground Color: The tint color of the ground rim light (alpha controls the scale)
- Additional Lights Intensity: The additional lights (points, spots) intensity multiplier, only works with additional lights
|| Tessellation ||
- Tessellation Tiling: The tessellation control value of the tiling, 1 = No Tessellation | 30 = maximum Tessellation, in the majority of uses you SHOULD leave it below 20
- Tessellation Ground: The tessellation control value of the ground, a good optimized value should be between 20 and 50
|| Pragmas ||
- Is Only Tiling: If enabled, will turn the whole mesh into tilings independently from vertex color
- Is Only Ground: If enabled, will turn the whole mesh into ground independently from vertex color
- Is Unlit: If enabled, will disable all lighting calculation from the material
- Use Ambient Light: Enables the use of ambient scene lighting
- Use RT: If enabled, will activate the interactive feature, disable it if you don't intend to use the interactive part
- Is Terrain: If enabled, will activate the Terrain feature, do not enable this feature by itself instead you should use the Ground Terrain component
- Use For VR: Enables the compatibility with single pass rendering for VR
- Use World Coordinates: If enabled, will project the ground textures in world coordinates independent from mesh uv, turn it off if you want to use your mesh uvs
- Use Custom Fog: If enabled, will enable the custom animated fog overlaying the ground
- Use Low End: If enabled, will disable every process intensive shader features for low-end hardwares. Enable this feature to get a performance boost
- Use Double Specular: If enabled, will project 2 opposite suns onto the specular shading, disable it to render only 1 sun specular
You can switch textures around or try different materials from the large collection in the package:
You can create your own textures for any texture slots
If you want to create your own materials here is the list of the Ground shaders:
Ground: The standard Ground shader
GroundNoTessellation: The same as the above but without the vertex tessellation feature, use this variant to build for WebGl or low-end mobile; see more about WebGl and Mobile Build