PROCEDURAL ISLAND
Procedural Island is a university shader project where I experimented with procedural terrain generation and different shader effects in Unity.
The island is generated at runtime using a random seed, with custom shaders used for the terrain and water. The terrain blends between sand, grass, dirt, stone and snow depending on its height and slope, while the water uses the generated terrain to create foam around the shoreline.
MY ROLE
Solo Programmer
I created the procedural terrain generation and custom shaders used throughout the scene. This included generating the terrain data at runtime in C#, writing the shaders in HLSL, and experimenting with vertex displacement, lighting, texture blending and environmental effects.
KEY CONTRIBUTIONS
- Procedural terrain generation using C#
- Random seed-based terrain generation
- Custom shaders written in HLSL
- Vertex displacement, normals and lighting
- Height and slope-based terrain texture blending
- Animated water shader and wave displacement
- Scrolling water normal maps and reflections
- Terrain height map-based shoreline foam
- Wind movement using vertex displacement
Unity
C# & HLSL
Solo University Project
Shaders & Procedural Generation
2026
ASSET CREDITS
Textures, palm trees and seashell models used in the scene are free assets from the Unity Asset Store. The procedural terrain generation and shader programming were created by me.