Documentation & Setup
The Frank's Equation Difference
Gain access to a revolutionary octree subdivision algorithm that no other asset has. Packed with POM slopes, triplanar texturing, smooth per-vertex normals, and custom atmospheric fog.
Buyers with RTX 4090/5090s will get this running at framerates that will feel like cheating.
The setup steps below apply only if you are building a scene from scratch. For the included demo scene, simply import the package, open the scene, hit Play, and you are good to go.
Infinite Procedural Terrain
Tessaractic generates an infinite, fully streaming voxel world at runtime using three custom compute shaders. No terrain baking. No chunk pop-in stutter. Drop in the prefab, wire up the pipeline in a few steps, press Play — rolling hills, snow peaks, and atmospheric fog stream endlessly in every direction.
Documentation~/Tessaractic_Documentation.pdf (38
pages, 14 sections) is included in the package. Refer to it for advanced configuration and troubleshooting.
The Tessaractic Advantage
- Pure C# Procedural Generation — Zero reliance on pre-made assets, external libraries, or asset packs.
- GPU-Generated Infinite Terrain — All heavy lifting is offloaded to compute shaders.
- Ultra-Optimized Performance — Capable of running smoothly even on a 9-year-old Quadro M1200.
- Zero Import Headaches — No complex setups. Drop it in and press Play.
- Pure Portability & Small Size — The entire pipeline is driven by just 12 core files.
- Fully Customizable — Source code is open and heavily commented.
Technical Requirements
| Unity Version | 2022.3 LTS (Tested/Recommended) |
| Render Pipeline | Built-in Render Pipeline only (URP/HDRP NOT supported in v1) |
| Graphics API | Compute Shader support required (DX11/12, Metal, Vulkan) |
| Minimum VRAM | 4 GB VRAM (6-8 GB Recommended) |
Quick Start Guide
1. Import: Assets -> Import Package -> Custom
Package. Select Tessaractic_v1.unitypackage.
2. Setup: Create an Empty GameObject named Terrain & Material Manager.
3. Manager: Attach
FranksEquationManager.cs to the empty GameObject.
4. Shaders: Assign the three compute shaders:
Franksequation.compute, DensityGenerator.compute,
MarchingCubes.compute.
5. Material: Create a Material named
WorldMat and assign it to Terrain Material.
6. Camera: Assign Main Camera to Player Camera
field. Attach TessaracticFlyCamera.cs. Ensure Tag is set to MainCamera.
7. Lighting: Add a Directional Light. Intensity: 3.5, Color: #FDB813, Soft shadows ON, Rotation X:10, Y:45, Z:0. Very High resolution.
8. Fog: Environment tab -> Enable Fog, color
#7FA4CC, Linear Mode (10 to 150). Match to _FogColor in WorldMat. Tick 'Auto Generate'.
9. Day-Night Cycle: Attach the
TessaracticDayNightCycle component to your main Directional Light (or any active controller
GameObject in the scene). In the Inspector, assign your primary Directional Light to the Sun Light field
(if left empty, it will auto-detect). Assign the active FranksEquationManager component to
the Terrain Manager field (it will auto-detect if left empty). Set the Time Progression Speed field to
choose how many real-world minutes represent a full 24-hour cycle.
10. Procedural Skybox: Right-click in your
project hierarchy → Create → Material. Name it Skybox_Material. Set the shader of
Skybox_Material to Tessaractic/ProceduralSkybox. Attach the TessaracticSkybox
component to an empty GameObject in your scene (e.g. name it SkyboxManager). In the Inspector, assign
your Skybox_Material to the Skybox Material field. (Optional) Leave the Day Night Cycle
empty to allow auto-detection.
11. Procedural Clouds: Right-click in your
project hierarchy → Create → Material. Name it Cloud_Material. Set the shader of
Cloud_Material to Tessaractic/ProceduralClouds. Attach the TessaracticClouds
component to an empty GameObject in the scene (e.g. name it CloudManager). In the Inspector, assign your
Cloud_Material to the Cloud Material field. Leave the Day Night Cycle and Terrain Manager
empty (the script will auto-detect them at runtime). Adjust Cloud Altitude, Cloud Density, and Wind
Speed fields directly to style your sky.
12. Quality: Under Quality Settings, start with Low to confirm functionality.
13. Mesh Renderer: Under Quality Preset, add a 'Mesh Renderer' component. Assign 'WorldMat'.
14. Play: The terrain generates immediately. Use WASD + mouse to navigate.
Do not change these parameters. FBM calibration and fog tuning assume these exact values:
- voxelSize: 0.75
- isoLevel: 0
- blobStrength: 0.0