For the most part, any slice produced by the Terra Slicer will be a perfect
replica of the region it
represents from the source terrain.
However, there are a two exceptions to this, inherent in the way Unity Terrains
are implemented.
The first is with detail objects, such as
grasses and plants. Unlike trees, Unity does not store exact data about where
and how each plant or grass is placed on the terrain.
Instead, it stores the density of each detail object in square sections on the
terrain, the size of which is determined by your
Detail Resolution.
The second issue is with the alphamaps on the borders between the generated
slices. With a single Unity Terrain, blending
on the alphamap occurs behind the scenes. Unfortunately this blending breaks
when slicing the terrain, and noticeable lines appear
between terrain slices. To correct this, there is an alphamap blending feature
built into the slicing process. This is not the same
as Unity's blending, however. Instead, all it does is set the edges of the alphamap
of neighboring slices to the same value. Usually a
value of 1 ("blending" only the edge values) works well and produces terrains
that are indistinguishable from the
source terrain, but in some instances you may notice a colored line. Try upping
the blending value in
these cases.
Use of a custom shader can get around this issue, though how to create such
a shader is beyond this package.
With certain textures (such as solid color textures), blending may not be required.