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TABLE OF CONTENTS

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Table Of Contents .................................................................................................................................... 0

DemoScene Overview ............................................................................................................................. 1

Start Tutorial ............................................................................................................................................ 2

HDRP ...................................................................................................................................................... 3

Useful Links ............................................................................................................................................. 4

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DemoScene overview
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TerrainGenerator is the gameobject that generate the Terrain mesh according to the settings TerrainData, NoiseData and ColorData.

The GeneratedMesh is the actual mesh of the Terrain with it's mesh collider and material.

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The MiniMap is almost the same as GeneratedMesh but without applying the HeightMap or adding colliders. The MiniMapCamera creates render texture to display the MiniMap on the MainCamera.

The Canvas object is the gameobject that enables TerrainRuntimeModification, instead of changing the settings from the Data Folder inside unity, TerrainRuntimeModification enable you to make a build and keep modifying the terrain settings.

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The ObjectSpawner spawns object on top of the terrain, it also spawn object at certain height, or underwater. 

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The PathSpawner create procedurally generated path along the terrain to make flat collision. The PathSpawner can also spawn parkour structure with Curved path.

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Start Tutorial
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NoiseSettings 

Octaves: The number of layer of noise applied (from 0 to 6)

Persistance: Controls decrease in amplitude of octaves (from 0 to 1)

Lacunarity: Controls increase in frequency of octaves (from 1 to 2.5)

Scale: Changes the scale of the perlin noise (from 1 to 500)

Seeds: Generates another random terrain with same settings (from -100000 to 100000)

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TerrainSettings

UseFlatShading: The appearance of the mesh edges are determined to be evened out (false/smooth) or well defined (true/flat).

UseFallOff: Use FallOff texture to clamp the height (create island)

UseFallOn: Use inversed FallOff texture to clamp the height (create wall around)

Height: Modify the Max and Min height of the Terrain (from 0 to 500)

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How to use my system in your scene?

Step1: Do you want your player to be able to change all the settings of the terrain? If yes keep reading, if no jump to step 4. 

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Step2: If you said yes at step1, you will need the TerrainRuntimeModification.cs along with the Canvas prefab and the Event System for the Canvas to work.

 

Step3: If you want your player to be able to change the seeds only like in Minecraft, you will only need the SeedChanged() from TerrainRuntimeModification.cs as long as the SeedSlider. 

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Step4: If you said no at step1, you just want the generated mesh then. You will need the FBXExporter package and just export the generated mesh to an fbx.

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HDRP

What's the main difference between BIRP and HDRP/URP?

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Shader Graphs

The only reason I would use HDRP(high-definition render pipeline) instead of BIRP(built-in render pipeline) would be because HDRP enables you to use the Shader Graphs

"Shader Graph lets you visually author shaders and see the results in real-time. This node-based system opens up the field for artists and other team members – simply connect nodes in a graph network."

This package require HDRP for the terrain Shader Graphs to work. The terrain Shader Graph uses Textures and height to determine the coloration of the terrain. You can change the tiling of each textures, change the height and you could even add other textures.

Like in my tutorial video on How to change textures from my Textured Procedural Terrain System, if you want the mini-map to have the same colors as the textured terrain, you would need to changed the colors manually; inside Terrain Data folder you would change the colors from NewColorData.asset.

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Useful Links

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