UNITY · HLSL · PROCEDURAL GENERATION
Procedural Universe
Environment simulation · Unity shaders
- Project type
- Personal project
- Project period
- Nov 2025
- Engine & technology
- Unity / HLSL / Procedural Generation
Overview
01 / OVERVIEWCreating planetary environments with procedural biomes, seamless textures, and atmospheric effects.
Implementation
02 / SHADERS- Wrote custom HLSL shaders for elevation-based biome layering and natural terrain transitions.
- Implemented randomized-sampling triplanar mapping with FBM noise to eliminate texture repetition on spherical surfaces.
- Integrated the lighting pipeline and used the Fresnel effect to simulate atmospheric scattering around planetary silhouettes.
Unity shader demo
03 / DEMOWatch for: Look for elevation-based surface color transitions, texture continuity across the sphere, and the atmospheric effect along the planetary silhouette.