Hi everyone,
I know unity does not support terrain exaggeration ‘yet’ but I was wondering where someone would start to make it work? Would modifying the `CesiumTilesetShader` be a step in the right direction to make use of vertex displacement?
In my mind terrain exaggeration needs to work with other 3DTileset objects like pointclouds and also take the CesiumGlobeAnchor into account, so objects are correctly placed on the Y axis based on the exaggeration.
A small workaround for quick results is this:
In my example I have a terrain I created as a quantized mesh where I exaggerated the terrain itself before creating the quantized mesh by 20x. Loading this into unity obviously visualizes the terrain nicely with correct exaggeration however objects placed with the `CesiumGlobeAnchor` are not at the right height. A simple solution is to adjust the height by my original terrain exaggeration factor, so a original object height of 50 becomes 50 * 20 = 1000, which now displays the object at the right height.
This works for that small example but it’s really not ideal or flexible.
What steps would someone need to make in order to add terrain exaggeration? It’s such an important visualisation setting and a bummer it’s not in yet for unity.
Happy to have some small guidance here on that topic.
Thanks a lot!



