This is a terrain system that automatically determines the texture/coloring to use based on the landscape normals which result in rocky vertical patches and flatter grassy areas. That isn't a terribly difficult thing to do, but the low poly style on a high resolution terrain is what I am proud of. I created an efficient material function to do this that is multiplied by a texture to randomize color within a range based on the face normal. This gives me the awesome stylized low poly look while keeping the terrain smooth as butter for physics collision pictured below. This is important for this project because it heavily relies on physics for vehicle movement and weapon projectiles.