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Procedural Low Poly Terrain
Hi,
I need to procedurally generate low poly terrain at runtime, so far I can generate voxel terrain at runtime:
But the kind of terrain I need is this, as seen in this post:
In addition, I need to also make this mobile friendly.
Thanks for any help.
Answer by hexagonius · Feb 12, 2015 at 09:06 AM
For the hard shaded look you need one normal on each vertex for every adjacent face. I don't know if Unity's terrain system is capable of doing that though. For a mobile friendly version I can only think of:
playing with the triangle sizes, the smaller the more vertices
breaking down the terrain into chunks, for every change affects the whole mesh and recreating the whole thing will cost a lot. Create smaller terrain tiles instead
Use the static batch utility to batch together what's newly created.
Use only one material for all chunks
^Basically this. As long as you make each triangle or quad have it's own vertices (no vertex sharing), there won't be any smooth shading.
For voxel and procedural mesh generation techniques and discussions, check out After playing $$anonymous$$ecraft....
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