Creating stunning terrains for your game can be challenging, especially when you want to strike the perfect balance between handcrafted precision and procedural generation. This article introduces an approach to procedural terrain generation in Unity while keeping it simple and efficient, leveraging the power of shaders and coroutines.
Implementing procedural terrain generation often requires generating complex noise like Voronoi, Perlin, or fractal noise. Unity's C# doesn't natively support these noises, and creating them from scratch can be computationally expensive. However, Unity's Shader Graph or custom shaders provide built-in support for such noises, making them an excellent choice for generating heightmaps.
Shaders are highly optimized for parallel computation on the GPU, enabling them to process complex mathematical operations efficiently. By rendering noise to a Render Texture using a shader, we can offload the generation process to the GPU, significantly improving performance. Once the texture is generated, it can be sampled and used in terrain manipulation.
One of the most powerful aspects of this system is its flexibility to blend procedural generation with handcrafted elements. By defining two ranges on the terrain, you can set a range where procedural terrain applies and the set middle of that range as fully procedural. Both range ends mark the end of procedural blending. Heights of the base terrain below or above those heights are fully handcrafted.
Please note: For best results, select the middle point as the average height of procedural height (so results look natural when blending with handcrafted terrain). Also, avoid making the range too big because it can make results look weird, but not too low because it does not leave room for good blending. You may have to manually blend the terrain in places where the handcrafted section meets the middle point.
The system uses a blending function that:
The script in this system also integrates with external procedural tools that complement the terrain generation system, enhancing the final output. Examples include terrain painting tools or vegetation spawners that add further customization and polish to your terrains.
While Shader Graph efficiently generates the noise, Unity's
Texture2D.GetPixel()
can be expensive when sampling pixels
from the rendered texture. To mitigate this, the script processes
terrain heightmaps incrementally over multiple frames using coroutines.
This ensures that the main thread remains responsive, even for
high-resolution terrains.