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Explosion Crater - TerraForge
Typetools
EngineUnity 6+
OptimizedPBR 2K/4K

Explosion Crater - TerraForge

The only complete real-time terrain crater and explosion system for Unity 6 URP. Deform any surface, sync physical TerrainCollider heights, eliminate decal artifacts on dynamic player characters, and spawn modular terrain crust slices. (Requires TerraForge Pro URP).

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Technical Features

Mandatory Dependency: Requires TerraForge Pro URP
100% Decoupled Standalone Architecture (Zero required third-party compile dependencies)
Native URP HLSL PBR Crater Shader (TerraForge_CraterShader.shader) with Solid Ground Mode (_UseAlphaFade = 0)
Built-in Interactive Explosion Mask Texture Generator Tool (Sequential Auto-Numbering)
Procedural Modular Crater Rim Fragments System (Raycast Terrain Snapping, Y Offset, Inward Pitch Tilt)
Invector Integration Bridge (TerraForgeInvectorBridge.cs + Dynamic Reflection Auto-Sync)
Smart Particle FX Lifetime Auto-Cleanup (Calculates total emission + particle flight duration across sub-emitters)
Ricker Mexican Hat Wavelet Math for realistic central depression and elevated soil rim
Layer Bypass (Deforms Asphalt, Rock, Concrete, Sand, Dirt, and Snow)
Instant CPU Physics TerrainCollider Sync (SetHeights) for TPS/FPS characters & vehicles
Procedural 3D Crater Mesh Overlay & Anti-Decal Protection on Dynamic Characters
Flexible Visual Modes: ProceduralMeshOnly, DecalProjectorOnly, Both, or Pure Heightmap
Physical Soil & Stone Debris Ejector with Rigidbody launch physics
Anti-Overlap Exclusion Zones & Cyan Scene View Wireframe Gizmos (Prevents Z-fighting and infinite pits)
Non-Destructive Auto-Restore (RAM-only Play Mode editing, 100% clean disk)
Technical Specs

Technical Highlights & Performance

Learn how Explosion Crater - TerraForge achieves cutting-edge performance and visual fidelity under the hood.

Mexican Hat Ricker Wavelet Math

Detonations displace soil outward. Explosion Crater calculates real-world detonation dynamics using the Ricker Wavelet formula f(d) = (1 - d^2) * exp(-0.5 * d^2), generating a deep central depression surrounded by an elevated rim of displaced earth.

Native URP HLSL PBR Crater Shader & Solid Ground Mode

Includes a native URP HLSL PBR shader featuring dual-texture blending, wetness darkening, brightness multiplier, and spiky mask edge deformation. Setting Enable Outer Border Alpha Transparency to OFF (0) renders the background soil texture 100% opaque across the entire 3D mesh bowl, eliminating 100% of camera view-through transparency holes from low angles.

Interactive Explosion Mask Texture Generator

Build custom spiky explosion masks directly inside Unity via Tools > PyramisArts > Explosion Mask Texture Generator. Features real-time GUI preview, customizable Spike Count (4–32), Border Proximity, Grayscale Softness, and Sequential Auto-Numbering (ExplosionMask_Spiky_01.png, 02.png) to prevent overwriting existing assets.

Procedural Modular Crater Rim Fragments System

Spawns modular terrain/crust slice prefabs (created in Blender at 10m base reference radius) in a 360-degree perimeter ring around the crater rim. Performs exact terrain height sampling (SampleGroundPosition) so every slice snaps flush onto flat ground, hills, or steep slopes. Includes controls for Rim Placement Radius Multiplier, Vertical Y Offset, Inward Pitch Tilt (-45° to +45°), organic rotation, and 50% random FlipX.

Channel G Layer Bypass

Unlike standard footstep/tire track filters that only deform mud or snow, explosion craters operate on Channel G of TerraForge's GPU Compute Shader, allowing grenades and missiles to deform asphalt, rock, concrete, sand, dirt, and snow.

Procedural 3D Mesh & Anti-Decal Protection

Standard URP Decal Projectors project textures onto character heads, shoulders, and bodies. Explosion Crater generates adaptive procedural 3D meshes with organic Perlin Noise borders, an outer 25cm downward sealing skirt lip, and zero decal artifacts on dynamic player characters.

Instant CPU TerrainCollider Sync

Updates terrain height data (SetHeights) on the CPU frame of impact. Player characters (Invector, TPS/FPS) and physics vehicles physically descend into the hole and climb up the real crater rim.

Smart Particle FX Lifetime Auto-Cleanup

Automatically inspects all child ParticleSystem sub-emitters on instantiated explosion prefabs, calculating total emission duration and particle flight time (duration + startLifetime). Automatically schedules Destroy(fxObj, maxLifetime + 0.5f) to ensure clean Hierarchy cleanup without prematurely clipping particle visuals.

Zero-Dependency Invector Integration Bridge

Includes TerraForgeInvectorBridge.cs in the optional Invector support package alongside C# Reflection auto-sync (TryDynamicInvectorSync). Automatically reads vExplosive.maxExplosionRadius upon detonation and resizes crater dimensions dynamically while keeping the core asset 100% standalone without third-party compile errors.

Anti-Overlap Exclusion Zone & Scene Gizmos

Includes a smart C# distance exclusion zone (TerraForgeCraterZone) that prevents duplicate mesh overlap (eliminating Z-fighting) and prevents multiple explosions in the exact same spot from creating infinite bottomless pits. Renders cyan wireframe gizmos in the Scene View when selected.