Shader World : Procedural Landscape/Ocean Now available

Just released !

You can create worlds procedurally from a simple Material function, infinite oceans or landscapes, and then adjust them using a blueprint brush system similar to landmass.

You can generate landscape data layers and use them to define where you’re spawning specific assets (meshes or any generic actors).

Lots of possibilities, fast iteration with instant feedback thanks to everything being computed on GPU

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Really cool, especially for free! Any idea how this behaves with the new world partition solution in UE5?

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No reason it won’t behave well hehe

The new ShaderWorld 1.1 update has been submitted to Marketplace and is currently available on github.

It includes :

  • Mobile device support (tested on both Android OpenGL/Vulkan)

  • Ability To import 16bits heightmaps

  • Brushes can write into landscape layers

  • Heightmap Brush demo: Both edit the terrain and write flow map in data layers

  • Spawnables location refinement: Spawned element can now improve their spawn location accuracy when the viewer gets closer (no more asset flying above ground if even if spawned very far away)

  • Spawnables with collision now have the options to enable the collisions only when the player gets close: allows to spawn massive forest into the distance with minimal performance impact.

  • Ability to apply vertical offsets on spawn, as well as Cull Distances

It’s all available as part of ShaderWorld free plugin 1.1 update.

Just released a new update, going over the new features: