Fresnel Effect with variance, Viewport based Noise Effect, Shifting between 2 HDR Emissive Colors, Dissolve Effect with custom noise (credits to Stinging Eyes) and triplanar mapping. (help using Brackeys Tutorials)
Cube / Cone Mesh generation with editable vertices. (help using Brackeys Tutorials). Randomized Moving Mesh Height.
8 Frequency Bands using Peerplay Tutorial with custom mesh altering properties.
(I don't own the music. And the music is used for educational purposes only.)
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A lot of workload is reduced and seemingly infinite possible combinations are possible.
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Creates a lot of replayability, because there's always new things to see and encounter.
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Reusablity of Assets & Compression can make your game's file size very small, while containing huge amounts of content.
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Adaptability, proc.gen can be used to modify meshes and create variations of objects that would normally take a huge amount of time to build.
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Variation in builds and content, games with procedurally generated weapons often bring a new depth to gameplay as they've got more diverse weapons to choose from. (Borderlands, Starbound, Dead Cells).
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A lot of things start to look like the average and humans will see to start patterns in your generation algorithm.
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Hard to encounter something that's truly visually unique.
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You lose the authority over a currated experience, since things are so flexible and some users may have an experience that deviates from the intended experience.
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Building the right tools takes up time and technical experience.
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Testibility, It's more difficult to test every potential use case of procedural content.