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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 / OVERVIEW

Creating 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 / DEMO
Unity shader demo

Watch for: Look for elevation-based surface color transitions, texture continuity across the sphere, and the atmospheric effect along the planetary silhouette.