SHADERSAdvanced⏱ 15 min
Procedural Terrain with Shaders
Harness the GPU to generate infinite, detail-rich landscapes entirely on the shader side — no mesh baking, no texture atlases. You'll write GLSL noise functions from scratch and wire them into Godot's shader pipeline to produce height maps, normal maps, and biome blending at real-time frame rates. By the end you'll have a reusable terrain shader you can drop into any open-world project.
WHAT YOU'LL LEARN
- ▸Write fBm (fractal Brownian motion) noise in GLSL inside Godot's spatial shader
- ▸Generate height-maps and normal-maps procedurally on the GPU each frame
- ▸Blend multiple biome textures (grass, rock, snow) based on slope and altitude
- ▸Control terrain detail with LOD-aware uniform parameters exposed to the Inspector
- ▸Export a clean ShaderMaterial resource that's reuse-ready across scenes
INSTRUCTOR
M
Maya Osei
@maya_devlog
SHIPPED:
Voidrift Drift (Steam, 2024)
Maya shipped Voidrift Drift — a procedural space-canyon racer — solo in 14 months using Godot 4. She specialises in GPU-driven world generation and has written shader pipelines for three shipped titles.
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