Textured Procedural Terrain System
A downloadable tool for Windows
This asset uses the new input system package and is suitable for any kind of games.
"Procedural Terrain System uses JosephinSlab-Regular(Font) under SIL Open Font License; see Third-PartyNotices.txt file in package for details."
This package is just like my Procedural Terrain System but it works with URP and HDRP.
It is based on Sebastian Lague's Procedural Landmass Generation but with a totally different approach. I got rid of all the complicated add-ons and focused this system to be easy to understand and use. A lot of people asked on Sebastian's video how to spawn stuff on the terrain. There's multiples ways to do so, I'll show you one.
You can follow Sebastian's video series until episode 5 to understand the basic behind procedurally generating a mesh. I don't think that beginners could easily understand the endless terrain, level of detail and threading since I did not fully understand everything myself. I got rid of it. Let's just spawn a square sized mesh with random seeding.
What's *not* inside:
- EndlessTerrain
- LOD
- Threading
What's inside:
- Runtime import/export of the generated mesh
- Object instantiation on generated mesh
- Path instantiation on generated mesh
- Path generation instantiation
- A MiniMap
- Runtime modification with randomization buttons
- A working up to date package
The terrain is not just colored but textured. You can blend the textures, add more in the shadergraph, change their tiling and height.
The water is also customizable, foam speed, scale, cutoff, color, amount, wave speed, amplitude etc..
Status | In development |
Category | Tool |
Platforms | Windows |
Author | Electorch Strauss |
Tags | Game Design, gamedev, gametool, Indie, terrain, terrain-design, terrain-generator, Unity |
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