Height maps
Layered Perlin noise drives the terrain profile and creates controllable variation across the map.
Procedural Systems
A Unity tool for generating natural terrain, biome-aware foliage, and large-scale scenes that still render smoothly.
The project focuses on controllable terrain synthesis, biome-aware foliage placement, and performance-conscious rendering for larger strategy-style environments in Unity.
Project Preview
The preview links to the codebase behind the terrain synthesis, foliage placement, and rendering workflow.
Overview
The generator uses layered Perlin noise to control terrain shape, then applies biome and elevation logic to foliage placement so the map feels coherent instead of randomly cluttered.
Layered Perlin noise drives the terrain profile and creates controllable variation across the map.
A secondary noise layer controls tree grouping so forests appear intentional rather than uniformly scattered.
Water, grass, and mountain zones are derived from elevation thresholds for cleaner environmental transitions.
Unity LOD optimization keeps the scene responsive even with 15,000+ foliage objects in play.
Implementation
The system centers on an ObjectGenerator script that
overlays a secondary noise map over the terrain's height map. That
structure makes it easy to tune terrain scale, forest density,
chunk size, and foliage type without rewriting the generator each
time.
Project Link
The implementation focuses on reusable terrain and foliage controls, with Unity and C# driving both generation logic and rendering optimization.
Gallery
A sample of terrain states showing elevation changes, foliage density, and the broader look of the generated environment.