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Mesh-based low poly terrain
editor for Unity

Built specifically for low poly production, Polaris gives you control over the faceted look while maintaining reliable performance on PC, mobile, and VR.

Different Priorities. Different Architecture.

Low poly production requires more control over surface mesh and vegetation placement. Terrain form, surface topology, and vegetation behavior are part of the core design.

Polaris generates surface meshes with dynamic density, not uniform grids. Vertex density increases only where the surface changes - cliffs and sharp transitions - and stays minimal on flat areas. Surface normal vectors can be sharp or smooth, based on your aesthetics choice.

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Built-in Terrain:

Uniform vertex density, interpolated normal vectors.

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Polaris Terrain:

Dynamic vertex density, explicit normals control (flat or smooth).

Not just about geometry, Polaris has its own instanced vegetation renderer with specialized data structure, culling technique, LOD and batching strategy designed for low poly scenes.

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A Simple, Production-Ready Workflow

Start from scratch or migrate existing terrains - Polaris gives you everything needed to build playable low poly scenes.

See all features

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Create new terrains with the Wizard

or

Convert from existing terrains with the Converter

Draft your terrain's main shape and texture with the stampers

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Paint color, textures and fine tune geometry with brushes

Mimic nature phenomenons with erosion simulator

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Paint road, create riverbed and mountain pass with splines

Populate and render tree, grass and props

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Performance for Mobile, VR and PC

For the platforms that matter most, Polaris provides stable terrain performance aligning with Unity's latest technologies.

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Multi-threaded

Mesh generation and vegetion rendering run in parallel with C# Job System and Burst compilation.

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Standard meshes

Chunked MeshRenderer and LODGroup components, upto 4 levels of detail that blend seamlessly.

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GPU calculation

Terrain tools run mostly on the GPU with vertex, fragment and compute shaders.

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Vegetation rendering

Instanced renderer using specialize data, cell based culling, LODs and billboard.

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Dynamic polygon density

Allocate more triangles where silhouette and gameplay demand, reduce density in flat or distant regions.

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Terrain materials

Different shading modes that cover many visual styles and performance needs.

Low Poly Terrain Made With Polaris

Real mesh-based terrain in Unity scenes using adaptive density and true faceted geometry.

Trusted by Low Poly Game Developers

Real feedback from teams shipping games on PC, mobile, and VR. See more reviews on the Asset Store.

Best low poly terrain tool

I have used Polaris since the first version and have upgraded to every release since, it has been the base for my game and allowed to me to create exactly the types of terrains I wanted with ease, I also recently moved to using Polaris for vegetation and have found it to be extremely well optimised. Developer is also very helpful and I have never had to wait longer than 24 hours to get a response and even new features added to the tool based on requests too. All in all if you need a low poly terrain tool there is no other asset I would recommend more.

JordanCarter97

Built for Projects of Every Size

From single-scene prototypes to full multi-tile worlds, pick the edition that fits your scope and workflow.
See detail comparison

VALLEY

For small scenes and quick prototypes

  • Get started quickly with Terrain Wizard and onboarding.

  • Multi-terrains workflow & management.

  • Dynamic density mesh generation.

  • Instanced vegetation renderer.

  • About 20 types of painters.

  • Unity Terrain conversion.

  • Data export/import.

  • Utility tools.

  • Performing undo/redo.

  • Free access to Youtube tutorials and online documentation.

  • Free access to Discord support server.

HIGHLAND

For bigger worlds with production-ready workflow

Everything in Valley, plus:

  • Live tool preview.

  • Enhanced painting.

  • Splines.

  • Stamper tools.

  • Third-party assets integration.

  • Upto 4 LODs for surface meshes.

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SUMMIT

For ambitious projects with greater demands on tooling and performance

Everything in Highland, plus:

  • Hydraulic erosion.

  • Thermal erosion.

  • Simulation based texturing.

  • Create persistent terrain backups.

  • Burst Compiler compatible.

Not sure where to start? You can pick Valley and upgrade later.

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