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{
"name": "com.jbooth.microsplat.procedural-texture",
"displayName": "MicroSplat-Procedural Texturing",
"version": "3.9.0",
"author": {
"name": "Jason Booth",
"email": "slipster216@gmail.com",
"url": "http://jdbtechservices.com/"
},
"unity": "2019.4",
"samples": [
{
"displayName": "Runtime Procedural Texture Example",
"description": "Example of Runtime Procedural Texturing module",
"path": "Samples~/ProceduralTexture"
}
],
"dependencies": {
"com.jbooth.microsplat.core": "3.9.0"
},
"description": "The Runtime Procedural Texturing module for MicroSplat allows you to texture your terrain or mesh at runtime, using multiple layers of texture data with weight curves. All texturing happens directly in the shader, and can be baked back to standard splat maps to save performance.",
"keywords": [
"MicroSplat",
"Terrain",
"Shader"
],
"documentationUrl": "https://docs.google.com/document/d/1UeWX6RwblgFHhyZqvT0tDA6obo4PaPm-0lBW8BLkmPs/edit?usp=sharing",
"type": "tool"
}