A tower defense mixed with real-time strategy where you repel attacking sentient AI robots until they give up.
Custom Terrain Shader
I don't know how to program a shader, but thankfully Unity has a package to make shaders in a GUI environment called Shader Graph. To start off, I needed to recreate a standard terrain shader in shader graph. I managed to find a tutorial on how to do this in shader graph by Léo Chaumartin here.
Once I had a complete terrain shader, I could add and edit it to stop textures from repeating. First, I added a procedural noise to blend with the final result of the textures. This would give the overall terrain light and dark areas.
Water Shader
There are many water shader tutorials out there, I decided to go with PolyToots tutorial that can be found here. To make my own normal map asset for the water, I used the freeware version of Project Dogwaffle. In Project Dogwaffle, I rendered a black and white plasma noise, then to make the tiling seamless, I ran the texture through a seamless texture tool, and finally, I imported the texture into Unity and converted it to a normal map through gray scale.