
描述
Shader World: GPU terrain, ocean and foliage in one integrated system, for large open worlds, editable at runtime.
Used in production by Remedy Entertainment, Cyanide Studio, PLAYERUNKNOWN Productions and many indie teams.
Shipped & showcased
- Tour de France 2026 (Cyanide Studio)
- Tour de France 2025 & Pro Cycling Manager 2025 – Announcement Trailer
- Runtime terrain editing + multiplayer (listen server)
Try it
- UE 5.8 demo download : the included procedural 16×16 km map
Why Shader World
- Editable at runtime, in packaged games. Sculpt, dig and modify terrain while the game runs, including in multiplayer.
- Huge worlds, no loading or popping. Terrain is generated on the fly from 1×1 km to 100×100 km and beyond.
- Fully GPU-driven. Surface, collisions and asset spawning are all generated on the GPU, deterministically.
- Adaptive topology. Mesh density follows the terrain's shape, so ridges and cliffs keep their detail.
- Lightweight by design. Minimal bytes per vertex, following techniques from large-scale AAA open worlds.
- Smartphones to high-end PCs. Runs anywhere compute shaders are available.
- Asset spawning inspired by the Horizon Zero Dawn placement system.
- Ecosystem-friendly. Works with PCG, any Landscape material, Ultra Dynamic Sky and Fluid Ninja.
- Dynamic surfaces. Oceans and water included (sum-of-sine waves by default, ready for FFT upgrades), usable as a canvas for fluid simulations.
Requirements
- Unreal Engine 5.x (see Fab listing for supported versions)
- Compute shader support: OpenGL ES 3.1+ on mobile, any desktop GPU from ~2013 onward
Learn
- Shader World vs Unreal Engine Landscape
- Tutorials: Use any Landscape material · Spawnables · Ultra Dynamic Sky setup · Fluid Ninja (short) · Fluid Ninja (full)
Latest version: 3.200 10/12/2026 – changelog(Public Discord Link)
GitHub access
Email your Fab order ID, Epic account name and GitHub username to [email protected]
Contact & community
Website: https://shader.world · Contact: [email protected] · Twitter/X · Discord



















