procedural generation
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Professional Japanese Go players Banzuke procedurally generated.
https://redd.it/144s9hv
@proceduralgeneration
Use single shader to render multiple individual tile textures?

I want to achieve something like this with a single shader in Unity. My world is 2D, the shader will be rendered on a flat quad. I have multi-dimensional arrays storing tile position, elevation, etc. I need to somehow pass tile information to a shader, where I can render appropriate tile textures onto the quad.

I am using Unity's Shader Graph (but I am willing to learn alternative methods in Unity). I don't feel like the Unity subreddit is advanced enough to help me on such a niche topic, so I'm reaching out here instead. I am asking for any suggestions, links, or resources available to demonstrate how rendering many tiles with a single shader is possible in Unity. Thanks!

Edit: I have recently been looking into Minecraft clone tutorials, where people use shaders to render textures for entire "chunks" of blocks. In Unity, these tutorials take advantage of the vertices in the chunk's mesh, where they somehow translate vertex coordinates via the Texture2DArray class in Unity's Shader Graph. Even still, I struggle to understand how my 2D quad with four vertices could be adapted to achieve as much...

https://redd.it/144wgv5
@proceduralgeneration
I'm trying to make a Roguelike, Mini Civilization! :D 1 year ago the generated maps were... a bit buggy. :D Here's one now!
https://redd.it/1454g4o
@proceduralgeneration
Ten steps for procedurally generating royal crowns
https://redd.it/1465b6p
@proceduralgeneration
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Hi, I'm making a puzzle game where maps are procedurally generated

https://redd.it/146syk0
@proceduralgeneration