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Advanced Procedural Landscape Material

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Drop-in landscape material for UE5, twelve biomes, six base layers, automatic angle and height blending, per-biome seasonal color, per-material weather, and Texture2DArray-backed surface packing.

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Unreal Engine: 5.6

Advanced Procedural Landscape Material (APLM) is a comprehensive, biome-driven landscape material built entirely inside Unreal Engine 5’s Material Editor. It generates realistic multi-biome terrain surfaces automatically, without manual painting on every layer. The system combines height-based blending, angle-based blending, landscape layer samples, Texture2DArray sampling, per-biome seasons, and per-material weather to decide which surface appears at any point on the landscape.

The material ships with six base layers used during automatic generation and twelve biome layers (nine built-in plus three fully customizable) that can be painted in. Every layer is configured through a Material Instance, controlled at runtime by Material Parameter Collections (MPC_Weathers and MPC_Seasons), and ready for Blueprint, Sequencer, and Data Asset workflows.

  • Drop-in Material Instance: assign it to a landscape and the surface paints itself.
  • Twelve biome layers: Tundra, Boreal Forest, Desert, Mediterranean, Savanna, Temperate Forest, Tropical Rainforest, Wetland, Grassland, plus three fully customizable slots.
  • Six base layers used during automatic landscape generation: Beach, Cliff, Grass, Gravel, Mud, Snow.
  • Automatic angle blending: cliffs, gravel, and slope-driven materials apply themselves based on landscape normal.
  • Automatic height blending: beach below a Z threshold, snow above, smooth transitions in between.
  • Per-material weather pipeline driven by MPC_Weathers: each biome and base layer reacts independently to rain and snow.
  • Per-biome season pipeline driven by MPC_Seasons: smooth color, brightness, contrast, specular, and roughness transitions across seasons.
  • Texture2DArray (T2DA) packing: BaseColor, Normal, and ORD/ORH ship in a single GPU resource per surface, keeping the sampler budget under control.
  • Texture variation system to break up tiling patterns at scale.
  • Triplanar mapping support per surface.
  • Optimized noise-based texture repetition prevention.
  • Customizable per-biome puddle parameters (Tundra gravel puddle, Tropical Rainforest mud puddle, grass mud puddle).
  • Special parameters for fine control: BeachHeight, SnowHeight, GrasstoSnowSmoothness, gravel angle blend tunables, and more.
  • Physical Materials support for footstep, decal, and gameplay queries.
  • Landscape Grass Types support for runtime grass scattering.
  • Runtime Virtual Texture support.
  • Blueprint support through BP_APLMController and ready-made structs (F_ColorGrade, F_SeasonCore, F_SeasonMetadata, F_SeasonParameters, F_WeatherParameters).
  • Sequencer support for animated season and weather cycles.
  • Data Asset support for persisting biome configurations.

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