I'm currently making a procedural (perlin noise) based terrain. (webGL). The main process generate chuncks with mesh/shaders/geometries. My chunck have a ground (texture shader), and water plane ...
I've created a spherical terrain object out of 6 sphere projected (normalised) planes, each plane has been heightmapped post to being normalised. I'm looking to create a CG shader which will ...
Each voxel datapoint in my terrain model is made up of two properties: density and material type. Each is stored as an unsigned integer value (but the density is interpreted as a decimal value ...
Currently I am creating a forest scene in the dark, and the trees are shining far away, but when I get close they are fine. I have the shaders set to "Nature/Tree Soft Occlusion [bark/leaves]", but ...