Terrain Generation

A 3D procedural terrain generation tool made in Unity.

The final project for Procedural Generation was to generate terrain. The actual requirements for the project were quite simple, just defining vertices based on grid dimensions, defining triangles based on indices and creating quads based on the triangles. The simplicity of requirements allowed me to experiment. I added tunable settings a user can tinker with, as well as adjusting water levels. For coloring the mesh, initially I used a gradient which was evaluated based on height, but I didn't like the result of that, so I used an inverse lerp to create a blend factor for each region so I could lerp between regions, allowing more smooth coloring.

code


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