Splatmap and Corresponding Textures to 1 final Texture

Is there a program or something that converts a splatmap and its corresponding RGBA textures into 1 final texture?

It would certainly be possible to write such a script, since the logic is pretty clearly-defined: go through each pixel of the splatmap and use the RGBA component values to determine the blend weight of each of 4 splat texture tiles at that point. Then just loop through each row/column of the control texture to build up your final image.
Note that if you use this somewhat naive implementation with a control texture of 1024x1024px and each pixel representing a blend of 256x256px terrain textures, you’ll end up with a final texture that is 262144x262144px = 68.7 billion pixels :slight_smile:

That’s why Unity doesn’t actually ever create this texture in its entireity - rather it generates the base texture dynamically at a given point, with consideration to the camera draw distance etc.

A simpler way to create a usable (say, 1024x1024px) texture is simply to create an overhead orthographic camera looking directly down on your terrain, and render the output of that to a texture, first suggested by Eric5h5 here: Is there a way to export a terrain texture. - Unity Answers