# Shader World

## Shader World

- [Shader World](https://universgen.gitbook.io/shader-world/shader-world.md): Find all the documentation related to the use of Shader World plugin
- [Introduction](https://universgen.gitbook.io/shader-world/shader-world/introduction.md)
- [Features](https://universgen.gitbook.io/shader-world/shader-world/features.md)
- [Kick-start](https://universgen.gitbook.io/shader-world/fundamentals/kick-start.md)
- [Detail panel](https://universgen.gitbook.io/shader-world/fundamentals/kick-start/detail-panel.md): Core settings of the Shader Worlds
- [Surface material](https://universgen.gitbook.io/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 You can also use landscape materials originally made for UE landscape.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](https://universgen.gitbook.io/shader-world/fundamentals/kick-start/creating-a-new-world.md)
- [Display Shader World Collisions](https://universgen.gitbook.io/shader-world/fundamentals/kick-start/display-shader-world-collisions.md): Three different ways
- [PCG : Procedural Content Generation Framework](https://universgen.gitbook.io/shader-world/fundamentals/kick-start/pcg-procedural-content-generation-framework.md): ShaderWorld is compatible with Epic Games PCG Framework
- [Get Height anywhere](https://universgen.gitbook.io/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](https://universgen.gitbook.io/shader-world/fundamentals/kick-start/blueprint-brush-system-landmass.md)
- [Smartphone/Tablet (Android\&iOS)](https://universgen.gitbook.io/shader-world/fundamentals/kick-start/smartphone-tablet-android-and-ios.md)
- [Heightmap Import (16 bits Raw/PNG)](https://universgen.gitbook.io/shader-world/fundamentals/kick-start/heightmap-import-16-bits-raw-png.md)
- [Debug IDs of Runtime Layers](https://universgen.gitbook.io/shader-world/fundamentals/kick-start/debug-ids-of-runtime-layers.md): Easily display the data stored within your data layers
- [Global Performance Monitoring](https://universgen.gitbook.io/shader-world/fundamentals/global-performance-monitoring.md): The Devil is in the details


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