Procedural Rock Generator Pro OFFICIAL SALE

Procedural Rock Generator Pro is a procedural rock creation and environment workflow for Unity. Design custom rock meshes, preview them in the Editor, bake PBR texture maps, generate reusable prefabs, create batches and compound formations, combine compatible materials, place the results, and generate lightweight rocks at runtime.


The asset is intended for users who need more than a fixed collection of rock prefabs. It can create boulders, field stones, slabs, cliffs, pillars, outcrops, layered formations, volcanic rocks, ores, crystal-like masses, snow and ice forms, clusters, and stylized fantasy rocks. Editable settings and random seeds allow one profile to produce many related variations.



100 Built-In Rock Presets

Procedural Rock Generator Pro includes 100 built-in presets. These are editable procedural starting points rather than 100 fixed prefab assets.

The presets are organized into practical categories:

  • General Boulders & Field Stones
  • Desert & Sedimentary
  • Volcanic & Igneous
  • Layered & Metamorphic
  • Cliffs, Slabs, Pillars & Outcrops
  • River, Coastal, Cave & Mossy
  • Snow, Ice & Alpine
  • Ores, Crystals & Fantasy
  • Rock Clusters
  • Vertex-Color Lightweight

Examples include Desert Sandstone, Granite Mountain Boulder, Folded Metamorphic Schist, Mossy River Boulder, Alien Geode, and Crystal Nodule Cluster.

Each preset can be modified, reseeded, and saved as a reusable RockSettings profile. Use them to begin quickly, generate related variations, study how the controls work together, or develop your own rock styles.



Core Rock Generation

The generator starts from an Icosphere or CubeSphere and applies configurable proportions, displacement, silhouette shaping, and surface detail.

Main generation controls include:

  • Size and Proportions: Set a target diameter, use fixed proportions, or randomize proportions from the seed.
  • Macro and Detail Noise: Shape the large silhouette separately from smaller surface breakup.
  • Fractal Modes: Standard, Billow, Ridged, PingPong, and Swiss Erosion.
  • Domain Warping, Voronoi, and Terracing: Create folded, cellular, faceted, cracked, stepped, or layered forms.
  • Shape Asymmetry: Add taper, waist, side bulge, shear, and broad silhouette variation.
  • Baked Lean and Slicing: Lean the geometry or create a flat grounded face.
  • Compound Rocks: Merge procedural parts into clusters, outcrops, rubble, and larger formations.

LOD meshes are generated from different procedural resolutions instead of a general mesh-collapse pass, providing direct control over the topology used at each level.



Procedural Texturing and PBR Baking

Procedural Rock Generator Pro supports two main output methods:

  • Vertex Colors: Store procedural color information directly in the mesh for lightweight or custom-shader workflows.
  • Procedural Texture Bake: Generate image-based PBR texture maps and a pipeline-compatible material for URP or HDRP.

Texture-baked rocks can use solid-color layers or optional tiling albedo and normal textures. Input textures are projected triplanarly and combined with procedural masks before being baked into regular texture assets.


Surface controls include organic patches, sedimentary strata, directional slope overlays, cavity overlays, edge wear, procedural bump, micro-detail, ore veins, cavity deposits, and crystalline nodules with optional physical mesh extrusion.


The baker can generate albedo and normal maps, plus either a packed metallic, ambient occlusion, and smoothness mask map or separate metallic, ambient occlusion, and smoothness maps.


 Height can be exported separately when enabled. Albedo baking supports 256x256 through 4096x4096, with separate relative resolution controls for normal and auxiliary maps.

A separate texture seed can change the baked surface appearance without changing the shape seed.



Live Preview and Reusable Profiles

The Rock Window combines the settings editor with a 3D viewport. It includes live geometry and vertex-color feedback, baked PBR preview, LOD inspection with triangle counts, wireframe view where supported, and camera and light controls.


RockSettings profiles can be loaded by drag and drop, edited without changing the source, applied back to the source, or saved as new profiles.



Single, Batch, and Compound Output

Generate a single rock prefab or create organized sets with the Batch Generator.


Unique Seed Variants generate each item with a different shape seed and can vary the generated diameter before baking. Texture-baked results normally receive separate material and texture sets.


Same Seed Dimension Variants generate the source once and create multiple prefab-scale variants that share the same mesh, material, and textures. Uniform scaling preserves proportions, while independent XYZ scaling can create flatter, taller, wider, or elongated versions without rebaking.


Compound Rock generation combines two to five procedural parts into one output. Parts can reuse the same shape or use different shape seeds. Radial and scattered layouts include controls for overlap, spread, vertical offset, scale, rotation, and cluster proportions. Compound meshes are merged, but overlapping geometry is not boolean-unioned.


Generated output can include prefabs, meshes, materials, textures, LODGroups, colliders, and optional Rigidbody configuration. Baked prefabs are normal Unity assets and do not need a Rock Generator MonoBehaviour to remain attached.



Advanced Rock Placer

The included Rock Placer can distribute generated rocks or other prefab assets across Unity Terrain or collider-based surfaces.

Area Scatter supports an entire Terrain or a custom rectangular or circular region. Brush Paint provides local Scene-view placement with Paint and Erase modes.

Placement controls include weighted prefab palettes, Terrain Heightmap or Physics Raycast sampling, slope and height filters, painted Terrain Layer masking, scale and rotation variation, surface alignment, vertical offset, clumping, brush falloff and spacing, optional collider stripping, and Undo-aware scatter groups.



Material Combiner

The included Material Combiner is intended for generated rock sets and compatible non-rock static prefab assets. It processes prefab assets built from MeshRenderer and MeshFilter components. SkinnedMeshRenderer prefabs are not supported.


Unique-seed texture-baked rocks often create one material and texture set per rock. The combiner can pack selected textures into atlases, remap the corresponding meshes, and create new prefab, mesh, material, and atlas assets. Original source assets are not deleted automatically.


Atlasing can reduce material fragmentation and improve batching opportunities, but it can also increase atlas memory use. Predictable results require compatible materials, preferably using the same shader and matching shader feature states. Same-seed dimension batches already share material assets and usually do not need combining.



Runtime Rock Generation

Procedural Rock Generator Pro includes a RuntimeRockGenerator component and request-based workflow for generating rock meshes during Play Mode.

Runtime requests can use prepared RockSettings profiles, randomized seeds, transforms, LODs, optional colliders, completion callbacks, and optional Rigidbody output. The included workflow is intended for vertex-color profiles using a shared material that reads mesh vertex colors.

Runtime generation creates scene meshes and GameObjects. It does not run the Editor texture-baking and asset-import pipeline or create project asset files at runtime.



Demo Orchestrator

The Demo Orchestrator can generate a temporary Terrain canvas, batch-bake rocks from presets or custom profiles, send results to the Material Combiner or Rock Placer, build an optional runtime sample, and remove generated demo content. It is provided for onboarding and is not required by the core generator.



Generated Rocks Are Yours

Rocks generated with Procedural Rock Generator Pro are yours. You may use, modify, sell, and redistribute the generated meshes, materials, textures, and prefabs for commercial or non-commercial purposes, including in games, rendered media, asset packs, or other products sold with your own content.

This includes rocks created from the built-in presets. It does not permit redistribution or resale of the Procedural Rock Generator Pro package, scripts, Editor tools, runtime code, compute shaders, documentation, demos, preset definitions, or other original package files.



Try the Free Version First

If you are unsure whether the workflow fits your project, Procedural Rock Generator Lite is available as a free introduction to single-rock generation and texture baking. Pro is intended for users who need the larger preset library, expanded shaping and texturing, 4K baking, batches, compound formations, advanced placement, runtime generation, or material atlasing.

Lite and Pro can coexist without script conflicts, with or without assembly definitions, but Pro replaces and expands the Lite workflow. Removing Lite after upgrading is recommended unless there is a specific reason to keep both. Lite and Pro scripts and RockSettings profiles are separate and are not interchangeable.


Related Veridian Tool

Texture Converter is available separately for broader texture-map conversion, resizing, adjustment, and channel-packing work outside the rock-generation workflow.