Sparse Voxel Octree Ray Tracing in Unity - Part 3 - LOD System
This took a while
- Stylized terrain of rounded cubes, solid perlin/simplex noise simply was not fast enough for terrain generation, 1 chunk is 262,144 voxels.
- LOD System added which combines surrounding chunks into bigger chunks, this allows for a larger render distance
- Can now hold 4,294,967,296 voxels in memory
Features:
- Modifyable Sparse Octrees that store the data
- Uses Compute Shaders that traces through the sparse octrees
- Renders to GBuffers and depth buffer for post processing, can be combined with regular meshes
- Early Z-Testing and Front to Back sorting
- Collision detection
- Infinite terrain generation with noise
- Raycasting on voxels (painting / adding / removing)
- A vizualizer to see the amount of steps each pixel takes
- Uses a seed for generation and serializes changes to a save folder
- Job System / Burst compiler for sorting / generating / loading
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