You have (at this moment in time) ten sections to aid in generating your  Heightmap /Splatmaps.
  • Terrain Shape: List of different terrain types that have been fine tuned to generate the best noise for terrain.
  • Terrain Dimensions: Size is 1:1 ratio, so x512 = 512x512, x1024 = 1024x1024, etc.
  • Max Height: Relative scaling is applied after the map height and min height are applied to the   Heightmap .
  • Terrain Seed: Provides you with an integer input to aid in noise generation for the  Heightmap.
  • Smoothing Passes: helps to smooth the terrain, each pass is compounded to the next pass.
  • Noise Layer Stacks: generates the same  Heightmap with small offset variations for each layer which results in more random/rough terrain (helps it look more realistic)
  • Splatmap Colors/Threshold: Adjustable gradient selector which applies directly to the Splatmap. Positions of the colors horizontally on the gradient control widget will apply relatively to the overall  Heightmap.
  • Domain Warping:  Pinch, stretch, bend, twist, and applying other properties to a noise generated image, resulting in a realistic looking terrain.
  • River Carving: Using noise turbulence, carves channels in the terrain with adjustable river frequency, depth, width, and spacing.
Once you have the desired settings, hit the "Generate" button, this will generate a black/white noise  Heightmap  image, and then use the same  Heightmap to generate a  Splatmap with color changes every 0.01 float in height for your terrain textures.
If you like the generated images, hit the "Export" button, this will export the RAW data to your projects asset folder, where you can then apply the  Heightmap to your terrain component.