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  • Current Version: 1.2: 2023-10-24T10:48:49Z
  • First Published: 2020-12-30T16:21:12Z
  • Size: 342491088
  • Supported Unity Versions: 2019.4.0
tools terrain

ProTerra

(5 Votes)
$32.19 $32.19

Attention:

Version 1.1 and later versions are not fully compatible with previous versions!

Compatibility: ProTerra was tested on Unity version 2018.4 up to 2022. Other versions might not be suported (yet)!



ProTerra is a procedural terrain generator that creates a standard Unity terrain via different noise types, layers and filters. ProTerra also allows you to texture the terrain and procedurally populate it with grass, trees and custom objects.



Feature Overview



Generating the heightmap (layer based) with:


► Perlin Noise with additional filters and features (ridged or billow noise, domain warping, and more...)


► Voronoi pattern (hexagonal or squared pattern, cell distortion, and more...)


► Unity Terrain as an input for heights


► Import a heightmap texture


► Cellular Automaton


► Terrace filter


► Falloff maps (e.g. island shape)



Texturing


Based on height, slope, cavity and/or normal direction (angle)



Object placement


Advanced options to place objects such as trees, grass or custom GameObjects, based on e.g. the terrains properties (height, slope, etc), textures, noise values or based on other GameObjects in the scene.



Experimental features (very alpha stage – do not count on those):


► Hydraulic erosion (Droplet algorithm, that creates a more natural looking terrain by carving out steep areas and deposit terrain on flat areas.)


► Simple rivers (“Crawler“ algorithm based on Perlin noise flow fields: river droplets will be spawned in a 'spring area / point', will than follow a flow field and cant be influenced by further setings. The rivers will always run downhill and carve through higher areas.) 


► Drawing paths on the terrain (A* algorithm - creates very edgy paths. A start and end point can be set. the algorithm will than try to connect these both points and will avoid steep areas and objects that were placed on the terrain.)


► A shader* with triplanar texture blending and heightbased splatmap blending


► Cave generation - inverts the terrains surface by a custom shader* and generates an inverted mesh collider. (The cave ceiling will be controlled by an additionally spawned ProTerra object.)



Further


► Seed based generation


► Customizable biome system, based on temperature & moisture maps (affects noise generation, texturing, object placement)




(* Shaders are based on the Unity built in terrain shaders under the standard render pipline and are just modified versions of it. The mentioned shaders wont work under the URP or HDRP)


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