Portfolio
Auto-landscape material
Outline post-processing effect
PCG exploration
Procedural floating islands
Small 3D-projects
Substance designer materials
Procedural floating islands
Unity
My thesis project about various ways of generating procedural floating islands in Unity.
Final look
Harsher variation of the final look without foliage.
Compute shaders calculating a marching cube mesh each frame. This speed was possible when removing collision and keeping everything on the GPU.
Autumn colored heightmap based approach.
Purely heightmap based approach completely done on the CPU side.
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