| allowAutoConnect | Specifies if the terrain tile will be automatically connected to adjacent tiles. |
| bakeLightProbesForTrees | Whether to bake an array of internal light probes for Tree Editor trees (Editor only). |
| basemapDistance | Heightmap patches beyond basemap distance will use a precomputed low res basemap. |
| bottomNeighbor | Terrain bottom neighbor. |
| collectDetailPatches | Collect detail patches from memory. |
| deringLightProbesForTrees | Removes ringing from light probes on Tree Editor trees (Editor only). |
| detailObjectDensity | Density of detail objects. |
| detailObjectDistance | Detail objects will be displayed up to this distance. |
| drawHeightmap | Indicates whether Unity draws the Terrain geometry itself. |
| drawInstanced | Set to true to enable the terrain instance renderer. The default value is false. |
| drawTreesAndFoliage | Specify if terrain trees and details should be drawn. If disabled, this will also disable updates to renderer positions for trees and details. Tree and detail renderer positions will update again once this setting is re-enabled. |
| editorRenderFlags | Controls what part of the terrain should be rendered. |
| enableHeightmapLODFrustumCulling | Controls frustum culling for the terrain heightmap LOD system. |
| enableHeightmapRayTracing | When this options is enabled, Terrain heightmap geometries will be added in acceleration structures used for Ray Tracing. |
| groupingID | Grouping ID for auto connect. |
| heightmapMaximumLOD | Limits the Terrain's maximum rendering resolution. |
| heightmapMinimumLODSimplification | Limits how simplified the rendered terrain can be. |
| heightmapPixelError | An approximation of how many pixels the terrain will pop in the worst case when switching lod. |
| ignoreQualitySettings | When enabled, the terrain ignores the terrain overrides set in the QualitySettings. |
| keepUnusedRenderingResources | Defines whether Unity frees per-Camera rendering resources for the Terrain when those resources aren't in use after a certain number of frames. |
| leftNeighbor | The Terrain tile to the left, which is in the negative X direction. |
| lightmapIndex | The index of the baked lightmap applied to this terrain. |
| lightmapScaleOffset | The UV scale & offset used for a baked lightmap. |
| materialTemplate | The custom material Unity uses to render the Terrain. |
| normalmapTexture | Returns the normal map texture computed from sampling the heightmap. It is only used when terrain is rendered using instancing. |
| patchBoundsMultiplier | Set the terrain bounding box scale. |
| preserveTreePrototypeLayers | Allows you to specify how Unity chooses the layer for tree instances. |
| realtimeLightmapIndex | The index of the realtime lightmap applied to this terrain. |
| realtimeLightmapScaleOffset | The UV scale & offset used for a realtime lightmap. |
| reflectionProbeUsage | How reflection probes are used for terrain. See ReflectionProbeUsage. |
| renderingLayerMask | Determines which rendering layers the Terrain renderer lives on. |
| rightNeighbor | The Terrain tile to the left, which is in the positive X direction. |
| shadowCastingMode | Allows you to set the shadow casting mode for the terrain. |
| terrainData | The Terrain Data that stores heightmaps, terrain textures, detail meshes and trees. |
| topNeighbor | Terrain top neighbor. |
| treeBillboardDistance | Distance from the camera where trees will be rendered as billboards only. |
| treeCrossFadeLength | Total distance delta that trees will use to transition from billboard orientation to mesh orientation. |
| treeDistance | The maximum distance at which trees are rendered. |
| treeLODBiasMultiplier | The multiplier to the current LOD bias used for rendering LOD trees (i.e. SpeedTree trees). |
| treeMaximumFullLODCount | Maximum number of trees rendered at full LOD. |
| treeMotionVectorModeOverride | The motion vector rendering mode for all SpeedTree models painted on the terrain. |