Essential material techniques and functions for professional terrain
These material functions are essential for creating realistic, performant landscape materials in Unreal Engine 5. Each technique is explained with use cases and implementation notes. Use these as building blocks for your terrain materials.
Automatically blend textures based on landscape height - grass in valleys, rock on mountains.
Implementation: Use LandscapeLayerCoords node to get height, normalize to 0-1 range, use Lerp with smoothstep for natural transition between materials.
Apply different materials based on surface angle - grass on flat areas, rock on cliffs.
Implementation: Calculate dot product of world normal and up vector (0,0,1). Values close to 1 = flat, close to 0 = steep. Use as mask for texture blending.
Project textures from three axes to eliminate UV stretching on steep surfaces.
Implementation: Sample texture three times (XY, XZ, YZ planes), blend based on normal direction. UE5 has built-in WorldAlignedTexture node for this.
Reduce texture detail at distance to improve performance and reduce tiling artifacts.
Implementation: Use CameraPositionWS and pixel world position to calculate distance. Lerp between detailed and simple textures based on distance thresholds.
Add large-scale color variation to break up repetitive terrain.
Implementation: Sample low-frequency noise texture at very large world-space scale (1:10000+). Multiply or lerp with base color at low strength (0.1-0.3).
Create water accumulation in terrain crevices and flat areas.
Implementation: Combine slope detection (flat = wet) with noise for variation. Apply to specular, roughness, and base color to simulate wetness.
Blend textures using their height maps for realistic natural transitions.
Implementation: Modify blend weight by height difference. Higher areas of each texture "win" the blend. Use (HeightA - HeightB) * Strength to offset blend weight.
Automatically place snow on flat upward-facing surfaces.
Implementation: Similar to slope detection but only accumulate on upward-facing surfaces (normal.z > threshold). Add noise for natural distribution.
Add depth illusion to terrain using heightmap offset.
Implementation: Sample heightmap multiple times along view direction to find intersection. Expensive - use only on hero assets or close-up surfaces.
Use vertex colors as masks for manual texture override.
Implementation: Use VertexColor node to access painted values. R,G,B,A channels control 4 different material layers. Blend using lerp/if nodes.
Start with height-based and slope-based blending (functions 1-2) for automatic texturing. Add triplanar projection (3) for cliffs. Then layer in macro variation (5) to break up tiling.
Advanced techniques like POM (9) and height-blend (7) should be added once you're comfortable with the basics. Vertex painting (10) is perfect for final artistic touch-ups.
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