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https://github.com/cat-lips/f00f.shaderterrain
Godot 4 C# Shader Terrain
https://github.com/cat-lips/f00f.shaderterrain
csharp godot shader terrain
Last synced: about 1 month ago
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Godot 4 C# Shader Terrain
- Host: GitHub
- URL: https://github.com/cat-lips/f00f.shaderterrain
- Owner: Cat-Lips
- License: mit
- Created: 2024-06-29T01:55:46.000Z (6 months ago)
- Default Branch: main
- Last Pushed: 2024-08-09T03:08:31.000Z (5 months ago)
- Last Synced: 2024-08-09T04:24:21.387Z (5 months ago)
- Topics: csharp, godot, shader, terrain
- Language: C#
- Homepage:
- Size: 3.96 MB
- Stars: 0
- Watchers: 1
- Forks: 0
- Open Issues: 0
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Metadata Files:
- Readme: README.md
- License: LICENSE
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README
# F00F.ShaderTerrain
Godot 4 C# Shader TerrainHeavily based on [Ditzy Ninja](https://www.youtube.com/@ditzyninja)'s most excellent tutorials:
- [Massive Infinite Terrain: Clipmap & Collisions](https://www.youtube.com/watch?v=Hgv9iAdazKg)
- [Massive Infinite Terrain: LOD & Mesh Stitching](https://www.youtube.com/watch?v=jDM0m4WuBAg)
- [Calculating normals on the GPU](https://www.youtube.com/watch?v=izsMr5Pyk2g)With elements incorporated from [Sebastian Lague](https://www.youtube.com/@SebastianLague)'s most excellent series:
- [Procedural Terrain Generation](https://www.youtube.com/playlist?list=PLFt_AvWsXl0eBW2EiBtl_sxmDtSgZBxB3)Both highly recommended if interested in exploring this area
## TODO:
- Scale is broken, will fix later
- When using the height curve, collision mesh doesn't quite line up with terrain, probably something to do with height curve image conversion when being passed to shader
- Better drop handling (ie, when objects drop through collision mesh due to fast movement or rapid terrain changes)
- Water, foliage, grass, etc, scattered based on region type