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Clean OOP architecture, modular systems, custom inspectors, advanced erosion models, splat mapping, vegetation and detail scattering, water placement, simple cloud generation, and a unified tooling workflow designed for URP.

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Hakkology/Unity-Procedural-Terrain-Generation

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Unity Procedural Terrain Generation

This repository is an extended, object-oriented and customizable version of
Penny de Byl’s "Procedural Terrain Generation with Unity" (Holistic3D/Udemy) course.

It expands the original concepts with:

  • cleaner OOP architecture,
  • modular systems,
  • custom inspectors,
  • erosion models,
  • splat mapping,
  • vegetation/detail scattering,
  • water placement,
  • simple cloud generation,
  • and a unified tooling workflow in URP.

Features

Terrain Generation

  • Perlin (single, fractal, multi-layer, ridge)
  • Midpoint Displacement
  • Voronoi (multi-peak, realistic, hybrid)
  • Random height fill
  • Heightmap import
  • Working with multiple terrains

Post-Processing

  • Multi-iteration smoothing
  • Erosion: Rain, Thermal, Tidal, River, Wind

Texturing & Details

  • Splatmaps via TerrainLayers (noise, slope, height rules)
  • Vegetation with prototype selection and distribution rules
  • Detail meshes/billboards with noise/height/slope constraints
  • One-click water plane placement

Editor Tooling

  • Custom inspectors
  • Foldouts, buttons, table editors
  • Progress bars for heavy tasks

Sky / Clouds

  • Particle-based cloud controller
  • Color/lining/speed/distance control

Requirements

  • Unity (URP recommended)
  • EditorGUITable (used for table views)

Unity Prosedürel Arazi Üretimi

Bu proje,
Penny de Byl’in “Procedural Terrain Generation with Unity” (Holistic3D/Udemy) kursunun
daha nesne yönelimli, genişletilmiş ve özelleştirilebilir bir sürümüdür.

Orijinal konseptler;
modern OOP mimarisi, modüler sistemler, özel editor panelleri, gelişmiş erozyon, splatmap,
bitki/detay dağıtımı, su yerleşimi ve basit bulut sistemi ile genişletilmiştir.

Özellikler

Arazi Üretimi

  • Perlin (tek, fraktal, çok katmanlı, ridge)
  • Midpoint displacement
  • Voronoi (çok tepeli, gerçekçi, hibrit)
  • Rastgele yükseklik doldurma
  • Texture’dan heightmap import
  • Birçok terrain de algoritmalarla çalışma

Son İşleme

  • Çok iterasyonlu yumuşatma
  • Erozyon: Yağmur, Termal, Gelgit, Nehir, Rüzgar

Kaplama & Detay

  • TerrainLayer ile splatmap (yükseklik/eğim/gürültü kuralları)
  • Bitkilendirme (ağaç prototipleri, yoğunluk/ölçek/eğim/yükseklik)
  • Detay mesh/billboard (yoğunluk, feather/overlap, yükseklik/eğim)
  • Tek tıkla su yerleşimi

Editor Araçları

  • Özel inspector panelleri
  • Parametre tabloları (EditorGUITable)
  • Uzun işlemlerde progress bar

Gökyüzü / Bulut

  • Parçacık tabanlı bulut sistemi
  • Renk, lining, hız ve mesafe kontrolü

Gereksinimler

  • Unity (URP tavsiye edilir)
  • EditorGUITable (opsiyonel)

About

Clean OOP architecture, modular systems, custom inspectors, advanced erosion models, splat mapping, vegetation and detail scattering, water placement, simple cloud generation, and a unified tooling workflow designed for URP.

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