[Documentation, Asset Store] GPU processing for MapMagic is out! Beyond Magic add-on will give MapMagic many long awaited improvements such as dramatic speed-boost, water flow node and other new features. Speed improvements are done by enabling GPU processing and alternatively by including an optimized code and parallel CPU processing support for the nodes. This will enable running MapMagic at a fraction of the time, with no loss of MapMagic features. Requires MapMagic! MapMagic is a procedural node-based terrain generation library, required for the add-on. https://assetstore.unity.com/packages/tools/terrain/mapmagic-world-generator-56762 GPU processing and code optimization The add-on currently features GPU processing support and an alternative CPU optimization. All map nodes, as well as height, splat and grass outputs have been optimized. Simple to use! Automagically co-operates with MapMagic without separate setup. Contains one-click tool to automatically convert pre-existing MapMagic trees. Always back up your data before attempting to convert pre-existing scene. Expanded Functionality Erosion node has been expanded further with alternative algorithms. New map nodes Flow and Curvature added. The add-on is in active development with further features incoming! Requirements Parallel CPU boosts do not require compute shaders, works with MapMagic anywhere. GPU processing uses compute shaders! Platforms where compute shaders work: Windows and Windows Store, with a DirectX 11 or DirectX 12 graphics API and Shader Model 5.0 GPU macOS and iOS using Metal graphics API Android, Linux and Windows platforms with Vulkan API Modern OpenGL platforms (OpenGL 4.3 on Linux or Windows; OpenGL ES 3.1 on Android). Note that Mac OS X does not support OpenGL 4.3 Modern consoles (Sony PS4 and Microsoft Xbox One) Works with .NET Standard 2.0, .NET 4.x and .NET 3.5 equivalent (deprecated) MapMagic is obviously required as well. GPU vs CPU processing GPU processing handles numerical data slightly differently from CPU processing. We have worked hard to get the GPU to produce nearly identical floating point results compared to CPU version, but some floating point values will still round slightly differently (such as 1.00000000043 vs 1.00000000044). This will normally look identical, but some nodes (such as ruffle in erosion node) use these values as seed values, which means that even a fraction can produce different results in later nodes. Troubleshooting Q: I'm getting an error that MapMagicWindow is not a partial class. A: Make sure you have the latest version of MapMagic installed. Beyond Magic requires MapMagic v.1.10.4 or later to function.