I was experimenting with replacing PP spline meshes with duplicates edited and further scupled in Blender and then imported back as obj's. I tried to replace a complete hole. Things i did then was renaming the parts to "Spline ..." and adding mesh colliders and so on. I also tried to cut-out the original meshes (making them transparent).
A nice fact was to be able to actually use a tesselation shader on lets call it "terrain" with PBR slots. With the distance based variant of the shader you somehow get LOD out of the box too.
Also really nice is to have all ways of finer control to manipulate the mesh in Blender. Just think of adding some hanging grass "lips" where rough meets a hazard or on bunkers for example.
But sure it's also a little overkill to juggle with all these real and not so real terrains.
I then encountered that i can probably not simply cut-out a PP green because the (flag)hole looked very strange with some surrounding square textures or so. So i kept the original green's spline plus default shading.
I then also didn't find a way to let a tesselated mesh take account of the overlay. So this looked a bit too sterile then too.
What works is to use Unity's standard shader on the duplicated meshes where you have a 2nd UV slot. There you can add the overlay texture but this also needs a bit of UV editing in blender. But then there is no more "real" displacement. You still can add a occlusion and height map or whatever but raising the height value looked weird because of the overlay texture which got displaced too. So from a texture mapping point of view it seems not really worth the amount of work.
What stays is the interesting option to further alter the meshes externally.
But i don't know if it's generally critical to do so?
Will it affect ball physics maybe or completely confuse the game's internal calculations? Are there some do's and don'ts before i continue with this kind of stuff?
Anybody with some experience out there? Are the Dr Rob bunkers maybe done this way?
I welcome any input.