Terrain To Mesh
Terrain To Mesh is a powerful Unity editor tool that converts built-in terrains into optimized mesh assets while preserving visual quality. It offers full control over vertex density, texture baking, and material generation, allowing you to fine-tune performance for mobile, VR, or large-scale projects.
Alongside its editor tools, Terrain To Mesh also provides a complete runtime API with identical functionality, enabling dynamic terrain-to-mesh conversions during gameplay or procedural scene generation.
Key features:
Ultra-fast conversion — Instantly transform terrains into optimized meshes.
Full vertex control — Precisely adjust mesh resolution for any performance target.
Built-in decimation & LOD support — Generate LOD Groups and reduce poly counts effortlessly.
Mesh split system — Seamlessly handle large terrains by splitting them into manageable mesh chunks.
Splatmap material rendering — Render converted meshes using a splatmap-based material that accurately imitates Unity’s built-in terrain shader, supporting up to 16 texture layers rendering in one pass.
Basemap textures baker — Bake terrain layers into one texture, ready-to-use with any materials.
Trees, grass & details exporter — Export all vegetation elements from terrains.
OBJ & FBX exporters — Export generated meshes for external editing or other engines.
Runtime API included — Perform the same conversions dynamically during gameplay.
⚠️Note:
Converted meshes cannot fully replace Unity’s built-in terrain system. Meshes will not provide the same rendering quality, flexibility, or feature set as the native terrain engine.
Terrain To Mesh works only with Unity TerrainData object (not Terrain) and exports mesh, textures and materials only from it. Custom terrain shaders and tree/grass placement assets may not be fully supported.
While Unity terrain supports unlimited layers, the Terrain To Mesh's splatmap-based shader is limited to 16 layers. Actual usable textures may vary depending on the target device’s capabilities. Some mobile or VR devices may not support rendering all 16 layers with multiple textures per layer.
Holes in the generated mesh are not cut, instead they are rendered using Alpha Cutout shader.
