# Fundamentals

- [Kick-start](/shader-world/fundamentals/kick-start.md)
- [Detail panel](/shader-world/fundamentals/kick-start/detail-panel.md): Core settings of the Shader Worlds
- [Surface material](/shader-world/fundamentals/kick-start/surface-material.md): We provide both a highly optimized auto material for terrain, and an ocean material. You can also use landscape materials originally made for UE landscape.
- [Creating a new world](/shader-world/fundamentals/kick-start/creating-a-new-world.md)
- [Display Shader World Collisions](/shader-world/fundamentals/kick-start/display-shader-world-collisions.md): Three different ways
- [PCG : Procedural Content Generation Framework](/shader-world/fundamentals/kick-start/pcg-procedural-content-generation-framework.md): ShaderWorld is compatible with Epic Games PCG Framework
- [Get Height anywhere](/shader-world/fundamentals/kick-start/get-height-anywhere.md): Shader World provide a simple callable blueprint function which allows you to request the height of the terrain anywhere
- [Blueprint Brush System - Landmass](/shader-world/fundamentals/kick-start/blueprint-brush-system-landmass.md)
- [Smartphone/Tablet (Android\&iOS)](/shader-world/fundamentals/kick-start/smartphone-tablet-android-and-ios.md)
- [Heightmap Import (16 bits Raw/PNG)](/shader-world/fundamentals/kick-start/heightmap-import-16-bits-raw-png.md)
- [Debug IDs of Runtime Layers](/shader-world/fundamentals/kick-start/debug-ids-of-runtime-layers.md): Easily display the data stored within your data layers
- [Global Performance Monitoring](/shader-world/fundamentals/global-performance-monitoring.md): The Devil is in the details
