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procedural generation

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
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procedural generation

Simple procedural picture frame | SideFX Houdini

https://redd.it/144fahh
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procedural generation

4 triptych patterns using cellular-automata

https://redd.it/14400yd
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procedural generation

Nebula Particles // Me // 2023 // animated version in comments
https://redd.it/143hd8s
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procedural generation

Some images from a Reaction-Diffusion model - link to video tutorial in the comments.

https://redd.it/142yq70
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procedural generation

Collage of ornaments
https://redd.it/142reqh
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procedural generation

blender 3.6 new ripple generator

https://redd.it/1427wae
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procedural generation

fantasy model
https://redd.it/141pw0v
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procedural generation

Trying to procedurally generate planets for my space game.

https://redd.it/141ntx0
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procedural generation

Marching cubes algorithm in my game about breeding guns!
https://redd.it/140vh78
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procedural generation

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
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procedural generation

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
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procedural generation

Made this fully procedural rose quartz texture in blender for a pack I'm selling! ☺️
https://redd.it/13vur9i
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procedural generation

Relief-Shaded Procedural DEMs

https://redd.it/13v88tw
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procedural generation

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
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Professional Japanese Go players Banzuke procedurally generated.
https://redd.it/144s9hv
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procedural generation

Labels and outlines for generated ecosystem entities
https://redd.it/144b2ve
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procedural generation

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
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how to stack noise layers for more interesting landscape
https://redd.it/143gkeu
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procedural generation

Fractalang - the editor for making fractals with the hieroglyphs-like language

https://redd.it/142s9t0
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procedural generation

voronoi_craquelure ( Pen Plotter + AI )
https://redd.it/142chxu
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procedural generation

WIP data structure for large scale open world navigation of many AI agents and placement of procedural elements
https://redd.it/1427fvi
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procedural generation

Second part of my free, procedural game is out - The Creature of Chaos Episode 2

https://redd.it/141p5yq
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procedural generation

Liquefaction // Me // 2023 // animated version in comments
https://redd.it/141mzqi
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procedural generation

Meantime, at a game making studio...
https://redd.it/13xask4
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procedural generation

Fracture Sphere // see comments for looping 4K version

https://redd.it/13wutxd
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procedural generation

Using p5.filterShader library to filter images (code in comments)

https://redd.it/13w5kwf
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procedural generation

New song "Moonbeam" generated by my TuneStar computer program

https://redd.it/13vb05s
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procedural generation

Accidental volcano eruption due to out of bounds `fract` values in vector fields simulation

https://redd.it/13v2y0s
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procedural generation

procedural mushrooms made with same system posted earlier
https://redd.it/13uw206
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