This project was made with the purpose of learning the Marching Cubes algorithm. Initially it started with creating all the different marching cube configurations in a single cube.
Initial chunk generation. The cube literally marches through the scene and generates a mesh.
Terrain generation. Noise generation was altered via a compute shader. The terrain is entirely customizable by tweaking noise values.
Multiple chunks can be spawned depending on the player position, chunks are managed by a ChunkManager which allows for infinite terrain.
The Unity Shader graph was used to alter terrain based on height and normals.

The world of noise generation goes way beyond what I initially thought. I dipped my toes into altering terrain with noise and would love go dive deeper. Possibly generating mountains and cave systems.
It's possible to alter the vertex points noise values, a raycast "gun" that alters the noise values of certain points would allow for dynamic terrain alterations. Creating caves or hills by shooting a certain point.
I learned a lot and obtained the knowledge to dive deeper into the subject, this project has a good chance on being expanded upon in the future.