Procedural Generation 0
We procedurally build quad meshes, use quads to build a terrain of a specified size, and build a custom editor for our terrain
LearnProcedural Generation 2
We add a falloff map to our terrain and implement an auto update option
LearnProcedural Generation 3
We build a custom shader. We start simple with a greyscale shader - then add grass, water, and a shoreline
LearnProcedural Generation 4
Make our shader more flexible by exposing its hard-coded values as editable parameters
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