ProceduralTerrainBlending
Unity Project, blending different landmass types seamlessly to create believable "infinite" procedural terrain.
Based on https://github.com/sotos82/ProceduralTerrainUnity
Terrain height data is created using 4 different "landmass" noise types: plains, hills, mountains, ridged mountains. Each terrain object has random combination of landmass types, and adjacent terrains are blended seamlessly using bell shape sine curve falloff function.
Example image above is using https://github.com/Scrawk/Ceto for water.
Unity version used: 2018.4.6f1
NOTE: there is new version of this project, updaed to Unity 2020: https://github.com/MaunoKoponen/ProceduralTerrainBlending_2020
Disclaimer: This is a work in progress hobby project, so there are some optimizations to be made, and code is not polished.
Future Plans: Once Unity has DOTS terrain available, I will test if this can be used with that.