How to blend a political map with a terrain? - unity3d

How do some strategy games have a terrain that blends with a changeable map?
I mean what is the technique that developers use?
For example,

I suspect that they actually splice the terrain into different meshes for each of the provinces and then assign a different material and texture to it when it changes hands.

Finally I found a good way to make this work
Unity has a feature or component called (Projector) you can use it to make your texture blend with anything meshes, terrains, and you can place a shader to the projector if you want to change the territory color in runtime! I think this is one of the tricks that strategy game developers used

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How can I use baked lighting on sprites? / How to light up a large area in 2D?

I'm having trouble figuring out how to light up large area(s) of sprites in Unity 2D. My previous knowledge on Unity's lighting is zero.
I first tried using a large amount of point lights and using the "Sprites/Diffuse" material, but about only five would actually render at a time, so I guess there's a limit on that.
Then I tried putting in an area light. That didn't do anything, so that's when I started doing research about baked lighting on sprites (and baked lighting in general). I found stuff like this but I couldn't get it to work either because it's outdated or because I don't know what I'm doing. Other answers I've come across seem to assume that the reader knows anything about lighting in Unity in the first place which, to be honest, I don't. Unity's documentation website had some information on it, but no tutorials that go into how to set up baked lighting.
I've tried a bunch of different combinations of materials (like using the "Standard" shader for the sprites instead of "Sprites/Diffuse", emission, ect.) and I enabled "Baked Global Illumination" in Lighting>Settings.
If baked lighting isn't possible on sprites (or isn't worth the trouble), what are the alternatives?
Edit: I made sure not to have the lights pointing the wrong direction, and I do realise that Unity2D is just like painting onto a piece of paper in Unity3D. I was able to get point lights to work, but only a few at a time. I don't need to do the entire screen at once, I need to do a large specific area at once.
some tips...
working with sprites your in 2d... when you add a light, switch to 3d mode, and rotate to make sure your light is pointed at your objects, and oriented so as not to be on the same plane, or level with them, as this will cast all the light behind them.
if your trying to light up everything on the screen(in camera) attach an area light to the camera at the cameras position, point it where the camera points, and then in the inspector on the right, you can change its variables. intensity, range, width, height etc.
Emissive Texture:
https://www.youtube.com/watch?v=oa6kW5HhRd4
For some reason, I never even thought about going into the asset store. I found this for free, and it looks like it will work: Light2D.

How to make this lighting effect in HaxeFlixel or Unity?

How do I create this lighting effect in HaxeFlixel or Unity ?
I will tell you how it was created in this specific case. This question is very broad and there are very many ways to create lighting effects in both Unity and HaxeFlixel.
The image is of the game Beneath the City by Deepnight, accessible on his website. The game uses haxe although not with HaxeFlixel. It's deepnight's personal engine that works with the flash target. The source code is available here. The class where lighting takes place is in src/Level.hx and more specifically in the renderLights method. From what I gather, a light layer is layered above the sprites of the level. This layer (or bitmap data) has lights drawn as rectangles on it. This layer is then blurred, so that the lights don't appear as solid rectangles, but as faded blurs of spreading light. This takes place with flash blur filters. Blend modes are used to make the light Add in luminosity. A dark mask is then layered above the blur layer, presumably to prevent light in certain locations, such as in the fog of the game. (?). This all takes place between lines 208 and 248.
This game truly does have gorgous visuals, but the lighting goes beyond the initial blurred lights. Particles float around in the game that really add to the lightings aesthetic.
This is all how he does it though. How you do it is up to you. For HaxeFlixel, I would first consider alternatives such as this geometric lighting or this method of applying lighting to scenes, which looks closer to screenshot or even a very simple circle based lighting alternative. Searching Unity 2D lighting brings up plenty of options.
You've got plenty of options on how to approach the issue. I didn't answer this with a direct tutorial because the question isn't at the code level.

Unity3d; Skybox on mesh like in Source engine.

In older games Ive made levels in, like unreal or half-life the skybox is a parallaxed texture that you assign to world geometry, for instance, the ceiling of your room, to give the illusion of the room being open to the sky.
There are some neat tricks or weird things you can achieve with this 'sky portal' method. For example you could have 'sky' in an underground room. or walk through a hole in the sky.
I'm wondering is it possible to make a mesh in unity3d render as part of the skybox like in these older engines.
You can do this yes. Usually you assign a "SkyBox" to your camera and change the "Clear Flags" for her "SkyBox". However, there are other ways to do.
Learn more here: http://docs.unity3d.com/Documentation/Components/class-Skybox.html
Hope this help !

Unity No Shading "Fullbright"

Is there a way to fullbright your Level in Unity3D?
I just want to remove shading and lights in a surreal project to get a fullbright world where textures are always shown as they are intented to be, not with shadows from other objects, floors, walls and so on.
You may need to provide a custom shader for this purpose, such as the shader prepared here: http://blog.jappie.net/unity3d-fullbright-shader-with-transparency/.

How to draw images on Terrain in unity

I am working on game in unity in which i need some images to be placed on terrain as in the attached image yellow arrows and "P in blue circle" are rendered on surface in unity.
Any idea or method will be appreciated.
There's no built-in support for decals in Unity. You could just create separate gameObjects with transparent texture and place them above the terrain here, or use one of several packages for decals in Unity Asset Store, like this one. (I have only briefly tried it and can't say anything about it's quality).
I know it's an old topic - but for those who are still not satisfied:
I would recommend using Easy Decal.
It's a very powerful decal projector. It's easy to use and you can stick decals also on uneven surfaces like bumpy terrains.
You could try putting a plane with the texture aligned with the surface normal slightly above the surface. Or you could try an extension that does decals for you. This is what i found:
Decal System for Unity3D
As previously mentioned Easy decal is a good choice. It's easy to use, has extensive fuctionalities and you'll get a lot for your money. But if you need skinned decals there's no way around Decal System Pro by Edelweiss interactive. It's more expensive, but beside the skinned mesh support it also supports texture atlases which saves you draw calls.