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GPU Surface nets

this is an implementation of the Surface nets surface exctraction algorithm running on the GPU. As this project is planned to be used as a real-time deformable terrain it also includes CSG Boolean operations and Chunking. Yes there are gaps in the terrain, I have noticed it.

Chunking

Requirements

  • GPU supporting shader level >=4.5
  • Unity >=2019.1.0f2 (only tested on this version so far)

Realtime updating

Demo of updating in realtime

Boolean operations

WIP. Union, Intersection, Subtraction are all working most of the time.

Union Intersect Subtract

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