Blend Factor defines how far the blending should be done from edges inwards.
0: No blending will occur.
0.5: Height map and splat maps are smoothed to the center.
1: Height map and splat maps are smoothed at most to the opposite edge.
Note that final blending amount is determined regarding the neighbor terrain sizes and other Terrain Tiler blend factors.
My Weight value specifies the strength of this terrain's height map and textures on neighbor terrains. This value is relative, so you should check the neighbor weights as well.
Make Tileable With Self button will make this terrain seamlessly connect with its copies regarding the Blend Factor value.
Disable Auto Tile before using this feature, so the copies will not run tiling again.
• For best results, connect terrains with the same size and resolution.
• Although supported, it is not recommended to connect terrains with different sizes, because Unity will not connect terrain neighbors and lods at the edges will not match.
• For the same reason, terrains should not be connected at arbitrary positions. Terrain Tiler correctly smooths heights and textures though.
• Use the same layer settings between terrains that share the same textures, otherwise Terrain Tiler will copy those layers to ensure seamless texture tilings at the edges.
• In each terrain layer, set tiling offset to zero and set tiling size divisible by terrain size; otherwise the layer will be copied in the neighbor terrain to match tiling at the edges.
• Organizing each terrain layer to have a tiling size that is power of two will minimize the output layer count.
• Non-square and non-power-of-two terrain sizes are not supported.