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Ein Unity-Terrain-Generator der Voronoi-Zellen mit fraktaler Erosion kombiniert, für realistische, einzigartige Landschaften.
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class VoronoiFractalTerrain : MonoBehaviour
{
[Header("Generation Settings")]
[SerializeField] private int width = 128;
[SerializeField] private int length = 128;
[SerializeField] private float scale = 1f;
[SerializeField] private int maxIterations = 8;
[SerializeField] private float erosionFactor = 0.7f;
[SerializeField] private AnimationCurve heightCurve;
[Header("Visual Settings")]
[SerializeField] private Material terrainMaterial;
[SerializeField] private float meshDetail = 1f;
private Mesh mesh;
private Vector3[] vertices;
private int[] triangles;
private Color[] colors;
private void Start()
{
GenerateTerrain();
GetComponent<MeshFilter>().mesh = mesh;
GetComponent<MeshRenderer>().material = terrainMaterial;
}
[ContextMenu("Generate Terrain")]
private void GenerateTerrain()
{
GenerateVoronoiFractal();
CreateMesh();
}
private void GenerateVoronoiFractal()
{
float[,] heightMap = new float[width, length];
// Step 1: Generate Voronoi points
Vector2[] points = GenerateRandomPoints(width, length, scale * 0.1f);
// Step 2: Calculate Voronoi distances
float[,] voronoiDistances = CalculateVoronoiDistances(points, width, length);
// Step 3: Apply fractal erosion
ErodeFractal(voronoiDistances, maxIterations, erosionFactor);
// Step 4: Normalize and curve
float minHeight = Mathf.Min(0f, Mathf.Min(voronoiDistances));
float maxHeight = Mathf.Max(0f, Mathf.Max(voronoiDistances));
float range = maxHeight - minHeight;
for (int x = 0; x < width; x++)
{
for (int z = 0; z < length; z++)
{
heightMap[x, z] = Mathf.Clamp01((voronoiDistances[x, z] - minHeight) / range);
heightMap[x, z] = heightCurve.Evaluate(heightMap[x, z]);
}
}
// Generate noise layer for texture variation
float[,] noiseLayer = GenerateNoiseLayer(width, length, 0.2f);
// Combine layers
for (int x = 0; x < width; x++)
{
for (int z = 0; z < length; z++)
{
heightMap[x, z] = Mathf.Clamp01(heightMap[x, z] + noiseLayer[x, z] * 0.3f);
}
}
}
private Vector2[] GenerateRandomPoints(int width, int length, float minDistance)
{
List<Vector2> points = new List<Vector2>();
for (int i = 0; i < width * length / 20; i++)
{
Vector2 point = new Vector2(
Random.Range(0, width),
Random.Range(0, length)
);
if (IsPointValid(points, point, minDistance))
{
points.Add(point);
}
}
return points.ToArray();
}
private bool IsPointValid(List<Vector2> existingPoints, Vector2 newPoint, float minDistance)
{
foreach (Vector2 point in existingPoints)
{
float distance = Vector2.Distance(point, newPoint);
if (distance < minDistance)
{
return false;
}
}
return true;
}
private float[,] CalculateVoronoiDistances(Vector2[] points, int width, int length)
{
float[,] distances = new float[width, length];
for (int x = 0; x < width; x++)
{
for (int z = 0; z < length; z++)
{
float minDistance = float.MaxValue;
foreach (Vector2 point in points)
{
float distance = Vector2.Distance(
new Vector2(x, z),
point
);
if (distance < minDistance)
{
minDistance = distance;
}
}
distances[x, z] = -minDistance; // Invert for mountain-like terrain
}
}
return distances;
}
private void ErodeFractal(float[,] heightMap, int iterations, float erosionFactor)
{
for (int i = 0; i < iterations; i++)
{
float[,] eroded = new float[heightMap.GetLength(0), heightMap.GetLength(1)];
for (int x = 1; x < heightMap.GetLength(0) - 1; x++)
{
for (int z = 1; z < heightMap.GetLength(1) - 1; z++)
{
float erosion = (heightMap[x-1, z] + heightMap[x+1, z] + heightMap[x, z-1] + heightMap[x, z+1]) / 4f;
erosion = Mathf.Lerp(heightMap[x, z], erosion, erosionFactor);
eroded[x, z] = erosion;
}
}
heightMap = eroded;
}
}
private float[,] GenerateNoiseLayer(int width, int length, float scale)
{
float[,] noiseLayer = new float[width, length];
float[,] perlinNoise = new float[width, length];
for (int x = 0; x < width; x++)
{
for (int z = 0; z < length; z++)
{
float xCoord = (float)x / width * scale;
float zCoord = (float)z / length * scale;
perlinNoise[x, z] = Mathf.PerlinNoise(xCoord, zCoord) * 0.5f + 0.5f;
}
}
for (int x = 0; x < width; x++)
{
for (int z = 0; z < length; z++)
{
// Apply fractal noise
float total = perlinNoise[x, z];
for (int i = 1; i < 4; i++)
{
xCoord *= 2f;
zCoord *= 2f;
total += Mathf.PerlinNoise(xCoord, zCoord) * (1f / (float)Mathf.Pow(2, i));
}
noiseLayer[x, z] = (total - 0.5f) * 2f; // Normalize to -1..1
}
}
return noiseLayer;
}
private void CreateMesh()
{
int width = this.width;
int length = this.length;
vertices = new Vector3[width * length];
colors = new Color[width * length];
triangles = new int[(width - 1) * (length - 1) * 6];
for (int x = 0, i = 0; x < width; x++, i += length)
{
for (int z = 0; z < length; z++, i++)
{
vertices[i] = new Vector3(x * meshDetail, 0, z * meshDetail);
float height = Mathf.Clamp01(heightCurve.Evaluate(Mathf.Abs(vertices[i].x / (float)width * 2f - 1f)));
vertices[i].y = height * scale * 5f;
// Create terrain colors based on height
float r = Mathf.Clamp01(1f - vertices[i].y / (scale * 5f)) * 0.5f;
float g = Mathf.Clamp01(vertices[i].y / (scale * 5f)) * 0.7f;
float b = 0.1f;
colors[i] = new Color(r, g, b, 1f);
}
}
for (int x = 0, i = 0; x < width - 1; x++, i += length)
{
for (int z = 0; z < length - 1; z++, i++)
{
triangles[i * 6] = i;
triangles[i * 6 + 1] = i + length;
triangles[i * 6 + 2] = i + 1;
triangles[i * 6 + 3] = i + 1;
triangles[i * 6 + 4] = i + length;
triangles[i * 6 + 5] = i + length + 1;
}
}
mesh = new Mesh
{
vertices = vertices,
triangles = triangles,
colors = colors,
bounds = new Bounds(Vector3.zero, Vector3.one * 10f)
};
mesh.RecalculateNormals();
}
#if UNITY_EDITOR
[MenuItem("Tools/Generate Terrain")]
public static void GenerateTerrainFromMenu()
{
GameObject terrain = GameObject.FindObjectOfType<VoronoiFractalTerrain>()?.gameObject;
if (terrain == null)
{
terrain = new GameObject("VoronoiTerrain");
terrain.AddComponent<VoronoiFractalTerrain>();
}
VoronoiFractalTerrain generator = terrain.GetComponent<VoronoiFractalTerrain>();
generator.GenerateTerrain();
}
#endif
}
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Lizenz: CC BY 4.0