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Unity Project, blending different landmass types seamlessly to create believable procedural infinite terrain.

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MaunoKoponen/ProceduralTerrainBlending

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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

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.

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Unity Project, blending different landmass types seamlessly to create believable procedural infinite terrain.

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