The project contains some algorithms for procedural terrain generation implemented on C# for Unity.
Algorithms generate a heightmap, then a texture and a terrain based on it.
White noise represents a set of random values with no additional processing.
Perlin noise is a type of gradient noise. It is most basic yet most customizable algorithm. Proper settings allow to achieve absolutely unique textures.
Diamond-Square algorithm is suitable for generating realistic-looking landscapes. It was once described as flawed due to noticeable vertical and horizontal creases at the edges, but who cares if it still generates a decent result?
Worley noise comes close to simulating textures of stone, water, or biological cells. Seriously, doesn't it look like sea waves?
- Install Unity 2021.3.21 from archive.
- Clone this repository using
git clone https://github.com/vyshnovka/procedural-generation.git
in Git Bash. - Open created folder as a project in Unity Hub.