Bathymetric Shader just blue (no shading)

I’ve started using the Cesium World Bathymetry to render tiles, but they look nothing like the demo versions - its just a blank blue shader, no colourscaling or anything, can someone help with how I change the look and feel (is there a material I need to download) or do I need to create my own shader? attached is the photorealistic tiles overlay for Boston
Thank you!


Hi @John_Chapman, welcome to the community!

Can you share a screenshot of specifically what effect you are trying to achieve?

In general, Cesium World Bathymetry - just like Cesium World Terrain - is geometry only. There is no inherent texturing or coloring. You can then add color to it in various ways, such as by using the Raster Overlay system or by using a custom material that shades by depth or draws contours, or whatever is appropriate for your application.

I think the demo screenshots were mostly created with Cesium for Unreal and CesiumJS, so as far as I know we don’t have any out-of-the-box materials for Unity. But if you have a clear goal we might be able to help you get there.

Hi Kevin, thanks for the response I really appreciate it! I do understand what you’re saying, so I think all that is really needed is a material with a shader that does anything similar to the Unreal or JS samples

Effectively anything that is showing a colour coded breakdown of the terrain based on depth would work I think. Are there any plans for this, as it stands we’d have to drop Cesium as an option if not as we are locked in to using Unity

We don’t have any current plans to provide that out of the box. But you can already create custom materials using shadergraph and apply those to your tilesets, so it should be possible to do this yourself if you’re experienced with Unity. Copy CesiumDefaultTilesetShader and CesiumDefaultTilesetMaterial into your project, and modify them as you see fit. Then select your new material in the “Opaque Material” property on the Cesium3DTileset.