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GODOT 4 3D Terrain Editor (C# Plugin) (GPU Based)

Tool is written for prototyping in c# but will be converted to c for the godot core.

Needs a master godot 4 build with mono!

Read at first

The terrain is splited in a patch grid (int x, int y) to make the terrain on the fly extensible. Each patch has a constant number of 16 chunks. Each chunk have a chunk size of power of 2 - 1.

Install

  1. Copy all files to addons/TerrainPlugin
  2. Enable it
  3. Have fun :-)

Screenshots

Construction of Terrain Editor Construction of Terrain Editor 2

Currently supported

  • Sculpting
    • Holes
    • Flatten
    • Noise
    • Sculpting
    • Smoothing
  • Painting
    • On each splatmap channel
  • Brushes
    • Smooth, Linear, Spherical, Tip by given radius, strength and fallof
  • Importing and exporting heightmaps and splatmaps for 16bit raw images (industrial default)

Import formats

Currently the tool supports 4 kinds of importing heightmaps.

  • R16
    • Importing heightmaps by a 16 Bit (L8) Format (Industrial deault)
  • RGBA8_Half
    • Importing heightmaps by a RGBA 8Bit Image which splitted the height on the RED and GREEN Channel (16bit)
  • RGBA8_NORMAL
    • Is the format which the editor is using (RED = 8 bit height, GREEN = 8 extrabit, BLUE = normal.x, ALPHA = normal.z)
  • RGB_FULL
    • Importing heightmaps by a RGB 8Bit Image which is using 24bit (Mapbox used that one)

Mapbox Support

  • Adding a custom node "TerrainMapBox3D" which can downloading datas directly from mapbox and draw it as a terrain

Internal format

  • Heightmap
    • Format: RGBA8
    • Channel R: 8 bit Height
    • Channel G: 8 extrabit Heigt
    • Channel B: Normal X
    • Channel A: Normal Z
    • Normal.ONE = HOLE
  • Splatmaps
    • Format: RGBA8
    • Channel R to A = Layer 0 - 3

Visual Shader Nodes

  • TerrainGeneratorNode for Vertex Shader
    • Node to generation vertex, normals, binormals and tangents for the fragment shader based on the heightmap
  • TerrainAntiTilingNode for Fragment Shader
    • Effecting the uv rotation of a TerrainTexturePack to reduce the tiling by small randomly rotation
  • TerrainDepthBlendingNode for Fragment Shader
    • Mixing two TerrainTexturePacks by a given mix value in depth
  • TerrainTexturePack and TerrainTextureUnpack for Fragment and Vertex Shader
    • Returns a Transform (mat4) by using Albedo, Normal, Roughness, AO and Heightmap.
  • TerrainDefaultMaterial for Fragment Shader
    • Returns the default material for the editor
  • TerrainSplatmapData for Fragment Shader
    • Returns the value of a given splatmap layer

Todo

  • Setup automatic lod level by camera distance
  • Create blank terrain shader template by a button (create terrain shader)
  • Move to native