Two types of materials can be generated with the terrain mesh.
Splat Map material renders the terrain mesh similar to the Unity terrain except that it renders
the mesh in a single pass, and it supports 32 terrain layers.
When Base Map material is selected, a color map and a normal map are generated for the terrain.
You can set the resolution of the color map and the normal map up to 8192 pixels.
Split Materials option is effective when the number of chunks is greater than 1. If enabled, textures will
be split with the chunks, so that each chunk has its own splat/base/normal/hole map texture and material. This provides
better texture memory full-print and better streaming for large terrains.
Chunk UV Padding is the uv padding for the chunk splat/base/normal/hole maps. Set this higher than zero if
there are visible seams between chunks. You could also try with clean-cut chunks option with an even
chunk count.
When Splat Map material is selected, you can override texture array size of each texture type. This is useful
when you want to use a smaller texture array size for a specific layer.