1. start new Unity 2020.3.14f1 HDRP project (latest LTS)
2. import MicroSplat v3.8.5 (latest release)
3. import MicroSplat HDRP 2020 Support v3.8.4 (latest release)
4. import MapMagic2 v2.1.6 (latest release)
5. open MapMagic2 demo scene TutorialHDRP
6. add MicroSplat Terrain script to object MapMagic > Tile 0,0 > Main Terrain
7. click the Convert to MicroSplat button to generate template material from existing terrain textures
7a. note: step 7 can be skipped, any MicroSplat generated material can be substitued without attaching the MicroSplat Terrain script
8. open MapMagic2SimpleGraph associated with demo scene
9. add MicroSplat node to MapMagic2 graph
10. on MicroSplat node select non-HDRP MicroSplat material
10a. material is recognized as MicroSplat material
11. on MapMagic2 MicroSplat node asign HDRP MicroSplat material
12. MapMagic2 MicroSplat node generates error message "The assigned material is not MicroSplat"
13. visual artifacts / rendering of terrain is corrupted
this is inconsistent when approaching reproduction from other avenues - sometimes the terrain will render correctly for some time and then suddenly start to display the visual artifacts
the only workaround I've found is to duplicate the MapMagic2 prefab, hide it, then when the original prefab becomes corrupted to delete it and unhide the previously duplicated prefab
Exception: Could not load graph data:
System.Exception: Could not find type for: MapMagic.Nodes.ObjectsGenerators.Split200+SplitLayer, MapMagic, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
at Den.Tools.Serializer.DeserializeObject (System.Int32 refId, Den.Tools.Serializer+Object[] serialized, System.Object[] deserialized, System.Object[] reuse, System.Action`1[T] onBeforeDeserialize) [0x00500] in D:\adventure\New Unity Project (1)\Assets\MapMagic\Tools\Serializer.cs:643
at Den.Tools.Serializer.DeserializeObject (System.Int32 refId, Den.Tools.Serializer+Object[] serialized, System.Object[] deserialized, System.Object[] reuse, System.Action`1[T] onBeforeDeserialize) [0x00348] in D:\adventure\New Unity Project (1)\Assets\MapMagic\Tools\Serializer.cs:582
at Den.Tools.Serializer.DeserializeObject (System.Int32 refId, Den.Tools.Serializer+Object[] serialized, System.Object[] deserialized, System.Object[] reuse, System.Action`1[T] onBeforeDeserialize) [0x0046b] in D:\adventure\New Unity Project (1)\Assets\MapMagic\Tools\Serializer.cs:633
at Den.Tools.Serializer.Deserialize (Den.To