Amplify world position shaders and procedural buildings using the Houdini Engine for Unity
My workflow for quickly generating different buildings in the Unreal Engine using Epic's own blueprints could not be transferred to Unity or reproduced in real time. A shader, which transfers the world position of the vertices in UV coordinates to enable a modular, tileless building style, could be ported with the Amplify Shader Editor. A tool, which instantiates modular building parts along a grid at a curve, I could create in Houdini. Many parameters could be enabled there, allowing almost complete editing in the game engine.