Voxel Terrain - Dig & Build Destructible Low Poly Worlds
abduo
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Dig anywhere. Build anything. A lightweight, Astroneer-style destructibleterrain system with a stylized flat-shaded look — drop one component into ascene, press Play, and carve caves with your mouse. Full C# source included.TERRAFORM WITH 2 LINES OF CODE• VoxelModifier.Dig(point, radius) — carve smooth spheres out of the world• VoxelModifier.Build(point, radius, biome) — add matter in any of the 7 biome materials• Strength overloads for gradual, hold-the-button sculpting• That's the whole integration. No setup, no baking, no plugins.STYLIZED LOW POLY LOOK• Marching-cubes surface with TRUE flat shading — crisp faceted terrain, not smoothed blobs• 7 vertex-colored biomes: grass, dirt, stone, sand, snow, purple ore and cyan crystal — recolor everything from one palette in the Inspector• Dig down and the exposed material changes naturally: grass to dirt to stone, with ore pockets and crystal veins waiting deep underground• Includes a vertex-color shader that works in URP AND Built-in from a single file — plus caves, cliffs and overhangs out of the boxFAST WHERE IT MATTERS• Chunked world — only chunks you actually modify are re-meshed• MeshColliders bake on a BACKGROUND THREAD: digging never stutters the main thread (measured: a full 96x48x96 world generates in ~150 ms)• Everything is plain C# and one material — no compute shaders, no GPU requirements, mobile-friendlyPLAYABLE DEMO IN ONE CLICK• Tools > Abduo Bricks > Voxel Terrain > Build Demo Scene creates the materials, the mining-gun prefab and a ready demo — on URP it even adds a post-processing volume (ACES, bloom, vignette) for the showcase look• Fly around with a first-person mining gun: left-click digs, right-click builds, mouse wheel resizes the brush, on-screen UI picks the biome• Works with BOTH input backends automatically (classic Input Manager and the new Input System) — no .inputactions setupINCLUDED CONTENT• Complete voxel engine source (worlds, chunks, noise, biomes, caves, ore)• 5 low-poly FBX props with vertex colors: conifer, oak, rock cluster, glowing crystal ore, sci-fi mining tool• Prop scattering that reacts to terrain: trees spawn on grass, digging under a tree knocks it out of the world• Demo scene, mining gun controller, self-building demo UI, quick-start guide — every Inspector field has a tooltip- Runtime terraforming API: static Dig / Build with radius + strength- Marching cubes with flat-shaded normals (3 unique verts per triangle)- 7 biomes via vertex colors; palette editable in the Inspector- Chunked world (16^3 voxels per chunk by default, 8-32 configurable), world size in chunks fully configurable, bounded diorama-style world- Dirty-chunk re-meshing budget per frame + threaded MeshCollider baking- Procedural generation: seeded 3D Perlin (hills, caves, ore, crystals), sand/snow height bands, bedrock floor- Shader: one file, URP subshader + Built-in surface fallback, sRGB-safe- Input: classic Input Manager AND Input System package supported- 5 FBX props (36-109 faces each) + Blender source script to regenerate- Tested on Unity 6; written for 2021.3+ (version-guarded APIs)- Full C# source, namespaced (AbduoBricks.VoxelTerrain), tooltips on every public field

