A lightweight infinite procedural terrain system for Godot 4.6
- Written in GDScript, GDShader, and GLSL
- Supports Forward+ and Mobile renderers
- Use a compute shader to generate and texture terrain on the GPU
- No manual work to author terrain; everything is done through code
- Over 30x30km render distance with configurable vertex density and levels of detail (LODs)
- Real-time toroidal LOD shifting as the player moves
- Supports blending up to 32 albedo + normal textures
- Stochastic sampling
- Floating-point origin shifting
- Foliage instancing (scatter system)
- Heightmap image imports and streaming
- This project is work-in-progress and is subject to major changes
- Physics interaction is primitive and limited to player collisions
- Image imports are not yet supported
- This repository contains a demo folder with example scenes and compute shaders
- Erosion terrain demo
- Simple terrain demo
- NoLerp demo (For debugging and learning how the clipmap works)
- After loading a scene, set View -> Settings... -> View Z-Far to 16000
- Make edits to the compute shaders in a text editor such as Notepad++ and see changes immediately!