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Package details
- Latest version
- 1.0.0
- Last updated
- First released
- Unity version
- 2022.3.62 or later
- Package size
- 111.1 MB
- Files
- 46
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- 1
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- $34.99 on
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- Search for Day Night cycle
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Tessaractic Infinite Procedural Terrain
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Tessaractic is an infinite procedural terrain system for Unity. Running entirely on the GPU, it generates runtime landscapes, saving you from writing complex compute shaders and mesh builders.
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About this asset
Tessaractic is a high-fidelity, fully GPU-driven, infinite procedural terrain generation system designed exclusively for the Unity Built-in Render Pipeline & Universal Render Pipeline. By offloading the entire mesh generation and noise evaluation pipeline to the GPU, Tessaractic generates endless, geologically rich landmasses at runtime with zero pre-baking, zero heightmaps, and no CPU-side mesh bottlenecks.
At its core, the system utilizes a proprietary octree subdivision algorithm (Frank's Equation) coupled with Fractional Brownian Motion (FBM) noise. This math produces organic terrain formations—such as overhangs, cliffs, and rolling hills—directly on the GPU using a highly parallelized Marching Cubes pipeline, which streams chunks seamlessly as the player moves, (No Dependencies)
🎨 Is the Content Customizable?
Yes, completely. Tessaractic is designed with a "Customize-Friendly" open-source philosophy where all 12 core files (C# scripts, HLSL compute shaders, and CG shaders) are fully exposed, commented, and editable.
Customization options include:
- Inspector-Driven Mathematics: Instantly tweak the shape, frequency, detail levels, and layout of the terrain through Inspector fields (e.g., Terrain Scale, Octaves, Terrain Bias, Ground Push Factor, and Organic Smoothness).
- Flexible Terrain Shader: The custom triplanar terrain shader includes editable properties for slope-based material blending, per-biome height bands (e.g., transition from ground/rock to mountain snow), Parallax Occlusion Mapping (POM) depth control, and specular wetness simulation.
- Procedural Environment Stack: Tweak the atmosphere easily with dedicated managers for the Day-Night Cycle (progression speed, sun angle), Procedural Skybox (colors, gradients), and Procedural Clouds (altitude, density, wind speed).
- Deterministic Seeding: Feed any string seed into the generator to recreate identical landscapes deterministically.
📖 Documentation
👉 Click Here to View the Full 39-Page Documentation Guide https://tessaractlab.com/docs/Tessaractic_documentation.pdf
🌐 Official Asset Website Run the Hardware Performance Estimator, watch the "Some Fragments of Our Journey" showcase, read more, and check developer updates at our official site:
From the publisher's Asset Store listing.
Technical details
📖 Detailed Technical Specs & Documentation:
- Full Manual: https://tessaractlab.com/docs/Tessaractic_documentation.pdf
## 🚀 Key Features
* **GPU-Driven Voxel Pipeline:** 100% of terrain calculation, density field evaluation, and mesh extraction runs on the GPU via compute shaders, freeing up the CPU.
* **Frank's Equation Octree Subdivision:** A specialized octree subdivision algorithm that generates organic rock formations, cliffs, and cave-like overhangs at runtime without requiring static heightmaps or pre-baked meshes.
* **Complete Environment Suite:** Shipped with a synchronized environment stack containing:
* **Day-Night Cycle:** Multi-parameter synchronization (sun intensity, sky colors, fog, and albedo boosts).
* **Procedural Skybox:** Dynamic 3-way gradients, solar disc, moon phase shading, and twinkling star fields.
* **Procedural Clouds:** Textureless 4-octave FBM clouds with wind animation and camera tracking.
* **Advanced Triplanar Shader:** Custom Built-in Render Pipeline & URP shader supporting triplanar projection mapping (eliminating UV seams), height-band biome blending, wetness simulation, and Parallax Occlusion Mapping (POM).
* **Zero-Setup Portability:** Only 12 core files required for the entire pipeline (Total files you get in package 18) , plus 6 bonus files implementing experimental GPU-instanced culling and vegetation placement.
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## 🛠️ Technical Details
Selected category: 3D / Shaders / Terrain Systems
3D: Yes
Number of textures: 10 (2x Albedo, 2x Normal, 2x ARM, 2x Displacement, 1x Translucency, 1x Detail texture)
Texture dimensions: 2048 x 2048
Polygon count of Tessaractic: N/A (Procedurally generated at runtime; no static 3D models included)
Minimum polygon count: 0
Maximum polygon count: 30,000,000 triangles (Ultra Preset GPU buffer limit)
Number of meshes/prefabs: 0 static meshes, 3 core manager prefabs (Terrain, Clouds, Skybox)
Rigging: No
Animation count: 0 (No skeletal animations; wind and sky cycles are driven procedurally by shaders)
Animation type list: N/A
UV mapping: Yes (Procedural Triplanar Mapping handled automatically by the shader in world space)
LOD information: Dynamic LOD. The octree subdivision algorithm functions as a real-time LOD system, rendering high detail near the camera and coarser detail far away. Chunk render radius scales between 6, 8, and 12 chunks.
Types of materials and texture maps: PBR material using Albedo, OpenGL Normal, packed ARM (Ambient Occlusion, Roughness, Metalness), Displacement/Height, and Translucency maps.
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 2022.3.62f3 | Compatible | Compatible | Not listed |
Tessaractic — Infinite Procedural Terrain is built exclusively for the Built-in Render Pipeline (BiRP) & URP using Unity's CG shader system (UnityCG.cginc, AutoLight.cginc).
Recommended Unity version: Unity 2022.3.62f (LTS) or newer.
External Object Shadow receiving is supported only in URP 1.0.0.
Not compatible with HDRP.
HDRP support are being evaluated for a future major version.
As listed on the Asset Store.