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Created by @r_channels
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
Simple procedural picture frame | SideFX Houdini
https://redd.it/144fahh
@proceduralgeneration
4 triptych patterns using cellular-automata
https://redd.it/14400yd
@proceduralgeneration
Nebula Particles // Me // 2023 // animated version in comments
https://redd.it/143hd8s
@proceduralgeneration
Some images from a Reaction-Diffusion model - link to video tutorial in the comments.
https://redd.it/142yq70
@proceduralgeneration
Collage of ornaments
https://redd.it/142reqh
@proceduralgeneration
blender 3.6 new ripple generator
https://redd.it/1427wae
@proceduralgeneration
fantasy model
https://redd.it/141pw0v
@proceduralgeneration
Trying to procedurally generate planets for my space game.
https://redd.it/141ntx0
@proceduralgeneration
Marching cubes algorithm in my game about breeding guns!
https://redd.it/140vh78
@proceduralgeneration
messing with octaved curl noise, got some interesting results
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https://preview.redd.it/jc0x5mbclb3b1.png?width=2863&format=png&auto=webp&v=enabled&s=3474ec4de61021cbfbabf742a2e60d5d0e8b2fda
https://redd.it/13x660e
@proceduralgeneration
If Mario got into procedural generation would it look something like this?
Just playing around with a more Nintendo-like graphics style in the side-project procedural engine (C++). Footage was captured on my Steam Deck (60fps) https://youtu.be/4oO0IzVepd8
https://redd.it/13wt4lo
@proceduralgeneration
Made this fully procedural rose quartz texture in blender for a pack I'm selling! ☺️
https://redd.it/13vur9i
@proceduralgeneration
Relief-Shaded Procedural DEMs
https://redd.it/13v88tw
@proceduralgeneration
I made an Open-Source Unofficial API for Google's MusicLM in the AI Test Kitchen
Hey everyone! I recently created an unofficial Python API for Google's MusicLM, part of the AI Test Kitchen. With this API, you can generate music tracks based on a given input string and a desired track count (up to 8) beyond what the official website offers. The project handles authentication, token management, and provides convenient methods for generating and saving audio files. Check it out and leave some feedback!
GitHub Repo: https://github.com/armintum/MusicLM
https://redd.it/13uzhnt
@proceduralgeneration
Professional Japanese Go players Banzuke procedurally generated.
https://redd.it/144s9hv
@proceduralgeneration
Labels and outlines for generated ecosystem entities
https://redd.it/144b2ve
@proceduralgeneration
How can I stop running out of memory while procedurally generating maps?
So you have your fancy-pants generation algorithm and it does a weird complicated thing to get a cool thing. My problem (and I presume lots of other people have had this problem) is that I generate an instance which looks cool and then I want to use it. To use it I cant do the fancy-pants generation every time so I have to store it.
What data structures allow for efficient storage and computation with procedurally generated maps? Right now I am using a custom python function to generate a noise map, uniformly sampling it into a 2-D numpy array with the value of each cell being the “height”. Is there a better way to do this?
https://redd.it/143pm66
@proceduralgeneration
how to stack noise layers for more interesting landscape
https://redd.it/143gkeu
@proceduralgeneration
Fractalang - the editor for making fractals with the hieroglyphs-like language
https://redd.it/142s9t0
@proceduralgeneration
voronoi_craquelure ( Pen Plotter + AI )
https://redd.it/142chxu
@proceduralgeneration
WIP data structure for large scale open world navigation of many AI agents and placement of procedural elements
https://redd.it/1427fvi
@proceduralgeneration
Second part of my free, procedural game is out - The Creature of Chaos Episode 2
https://redd.it/141p5yq
@proceduralgeneration
Liquefaction // Me // 2023 // animated version in comments
https://redd.it/141mzqi
@proceduralgeneration
Meantime, at a game making studio...
https://redd.it/13xask4
@proceduralgeneration
Fracture Sphere // see comments for looping 4K version
https://redd.it/13wutxd
@proceduralgeneration
Using p5.filterShader library to filter images (code in comments)
https://redd.it/13w5kwf
@proceduralgeneration
New song "Moonbeam" generated by my TuneStar computer program
https://redd.it/13vb05s
@proceduralgeneration
Accidental volcano eruption due to out of bounds `fract` values in vector fields simulation
https://redd.it/13v2y0s
@proceduralgeneration
procedural mushrooms made with same system posted earlier
https://redd.it/13uw206
@proceduralgeneration