Documentation & Setup

"No server headache, save money — trust your GPU & our Engineering."

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.

All of this running on a 4GB VRAM machine from 2017.
Buyers with RTX 4090/5090s will get this running at framerates that will feel like cheating.
⚠ CRITICAL INFO:
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.

INFO: Full documentation: Documentation~/Tessaractic_Documentation.pdf (38 pages, 14 sections) is included in the package. Refer to it for advanced configuration and troubleshooting.

The Tessaractic Advantage

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.

CRITICAL DO-NOT-TOUCH CONFIGURATION:
Do not change these parameters. FBM calibration and fog tuning assume these exact values: