A shader focused on delivering stunning visual and tactile grass for the Universal Render Pipeline.
Key features
• Lush wind animations
• Per object and per vertex color variation, breaks up visual repetition
• Easy to use interaction system. Bending and flattening through trails, meshes, lines or particle effects
• Sun light translucency rendering
• Color blending with terrain surface (supports tiled setups and mesh terrains)
• Perspective correction, for optimal coverage when viewed from top-down
• Angle fading, fades out faces not oriented to camera
• Includes several grass/flowers models and textures designed for mass placement.
Performance
• SRP Batching compatible
• Physically-based or simple shading mode
• Expertly crafted hand-written shader, for optimal efficiency.
Compatibility
Compatible with, and designed for PC/Mac/Consoles. Not suitable for mobile platforms.
One-click integration for Vegetation Studio/Pro, Nature Renderer, GPU Instancer, Curved World 2020.
Limitations
• Not a grass placement/render tool (documentation includes tips)
• Static batching will break per-object randomization
⚠️ It is expected you already know what the Universal Render Pipeline is, and have already converted your project to it.
Full compatibilty details are outlined here.
Grass is composed out of regular individual meshes, unlike a geometry shader.
All content is authored for the linear color space.
Hybrid Renderer v2 compatibilty has been tested in Unity’s sample project.
Color map baking is an editor-only feature
LOD crossfading induces flickering for the object’s cast shadows, due to a bug in URP