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Free grass texture unity
Free grass texture unity










I think a final product could handle maybe a 40m (which would be about a million blades of grass) square area before falloff (or LOD). This is about a 20m square area of grass. All images are 240,000 blades of grass with Post Processing Stack AA (Quality). This is a PBR geometry shader which uses Albedo, Metallic, Roughness, AO, and Emission.ĭifferent lighting scenarios. This has turned out to be a very efficient way of rendering grass.

free grass texture unity

I am using a point cloud technique to get the positions of each blade of grass. So I am currently working on a Grass Shader, rendering each blade of grass. Density map works on a grayscale, so if the color hit is Gray to Black, it will draw grass. So make sure to use the Density map feature. However, this is the type asset that will (should) be sprinkled throughout your scene. Occlusion culling works out of the box, just set the "*_SGRenderer" object to "Occludee Static" and include all children. I'm not a shader wizard so if anyone wants to help tackle that part, be my guest. NOTE 4: I'm in the process of figuring out the LOD/Distance culling for this shader. NOTE 3: The tutorial video is choppy when I pressed play, that's due to the recorder, you can see in the stats screen that I get good framerates. This uses raycast, so whatever your collider(s) looks like along the Y axis will be the footprint of the grass. NOTE 2: This does work on meshes, just make sure your Target GameObject has a collider. NOTE 1: If you use a density map, make sure to make it read/writable in the import settings. If anyone has questions, please feel free to ask.












Free grass texture unity