A procedural voxel island that behaves like a world: hydraulic erosion, flowing water and lava, clouds and rain, spreading fire, roaming dinosaurs. Burst-powered, Built-in RP, full C# source.VoxelY is a self-contained procedural sandbox. It generates a voxel island and then lets physics run it: rivers cut their own beds, lakes find their level, lava freezes into obsidian, clouds condense and rain out, fire spreads through a forest and leaves the ground scorched behind it. Everything is CPU-side, Burst compiled, and shipped as readable C# - no DLLs, no compute shaders, no render pipeline lock-in.WHAT YOU GETProcedural terrain generator - fractal noise with domain warping, cut into terrain provinces that each pick an archetype (plain, old mountains, young cliffs, basin, plateau, ravine), plus craters, an island mask and a hydraulic erosion pass of 120,000 droplets that carves real drainage networks.Chunked voxel meshing with colliders - 64x64 chunks rebuilt incrementally, so digging a canal never re-meshes the island.Two cooperating water solvers - a columnar shallow-water field (virtual pipes) for standing and flowing water, and a Burst particle solver (double-density relaxation) for splashes and rain that hands its volume back to the field.Lava with a Bingham yield stress - the critical slope depends on flow thickness, so thin tongues freeze while thick ones keep running. Lava cools to obsidian, ignites vegetation and flashes water into steam.Live climate - a temperature field driven by altitude and latitude feeds gas voxels: vapour rises, matures at the cloud deck, rains out. Wind with optional Coriolis deflection. A one-key time-lapse walks every climate zone and ends in a full ice age.Fire and scorching - vegetation burns, spreads by wind and proximity, leaves standing snags, and permanently darkens the terrain under it through a burn mask read by the terrain shader.Eight animated creatures - T-Rex, triceratops, stegosaurus, raptor, brachiosaurus, a lake monster, pterodactyls and crocodiles, built from voxel boxes at runtime with per-species silhouettes, size variation, herd behaviour, nesting and hunting, drawn with GPU instancing.World-editing tools - dig laser, water pour, meteor and a bridge builder (beam / arch / suspension). Every tool edits the same field the simulation reads, so the consequences are physical rather than scripted.Cinematic camera - a real lens model: 7 / 14 / 24 / 50 / 105 / 200 / 700 mm, fifteen aperture stops from f/0.1 to f/11, depth of field computed from focal length and subject distance, and a fisheye curved-world mode.A five-level demo campaign - flood, eruption, tornado, meteor shower and a predator wave, each survivable by reshaping the terrain and each lost if you do nothing. Turn it off with one checkbox for a pure sandbox.Complete icon-based UI - toolbar with tooltips, settings, climate globe, in-game menus, HUD.WHAT IT IS NOTThis is a simulation sandbox and a source-code reference, not a drop-in terrain painter for an existing scene. It builds and owns its own world at runtime.Documentation is included under Assets/VoxelY/Documentation.Requires Unity 6000.0 or newer. Built-in Render Pipeline only - URP and HDRP conversions are not included. Linear colour space is required.Requires three free Unity packages from the Unity Registry: Burst, Collections, Mathematics. No Asset Store package dependencies. No third-party plugins, no DLLs.74 C# files, about 19,000 lines of commented source, one assembly definition (VoxelY.Runtime), namespace VoxelY.26 ShaderLab shaders written for the Built-in Render Pipeline: terrain (triplanar, snow line, burn mask), water surface, infinite ocean, volumetric clouds, lava, fire, particles, decals, post-processing.14 low-poly voxel meshes for vegetation and rocks, 72 to 620 triangles each, untextured vertex-colour materials - no texture atlases to manage.Default world: 1024 x 1024 cells at 1 m per voxel. World size, voxel scale and every simulation parameter are plain serialized fields on a single component, editable in the Inspector.Performance: 60+ FPS at 1080p on a mid-range desktop GPU with water, clouds, vegetation and fauna active. Cloud raymarching and the water surface dominate the cost and can be disabled independently.Tested on Windows standalone and in the Editor. The code is platform-neutral C# with no native plugins.Documentation: Assets/VoxelY/Documentation/VoxelY_Manual.mdThe C# source and the ShaderLab shaders in this package were written with the help of an AI coding assistant (Anthropic Claude), working from the author's design and under the author's direction, testing and review. Every algorithm was specified, run, measured and corrected by the author; the assistant was used the way an IDE or a pair programmer is used.No AI-generated art, audio or third-party content is shipped. All visual content is generated procedurally at runtime by the included code: meshes are built from voxel boxes and noise fields, and all materials use hand-written shaders with vertex colours - the package contains no textures and no imported models.

