Hey everyone! I’m so excited to finally share Dynamic Terrain - a complete terrain shader with deformable snow and interactive water! I’ve tirelessly spent hours working on this after an idea for a snowboarding game, and I decided to make it available for everyone on the asset store! Let me know what you think! I’d love to hear from you!
Dynamic Terrain is a new advanced terrain shader that allows realtime interaction with terrain features such as snow and water. With this shader, characters and any gameobject can create deformations in snow and ripples in water during gameplay. Unlike other deformable snow solutions, Dynamic Terrain is not limited to a singular location and works across all of your terrains.
*Requires and relies on tessellation. Do not buy if your target build does not support tessellation.
Features
Integrated with built-in Unity terrain
Multiple terrain support
Runtime snow deformation and creation of ripples on water
Dynamic levels of snow and water.
Rigidbody support for deformation and ripples.
Terrain tessellation
Tessellated phong smoothing to remove jagged edges in terrain
Tessellated heightmap displacement per texture. - Heightblended textures for extra realism
Looks really nice! What kind of performance impact does this have, and does it only work on terrain or meshes as well? Also, it says that it requires tessellation, but is there any info on what general platforms can support that? Obviously PC and I assume Xbox/PS4, but what about Switch or more recent mobile?
So sorry about the late reply! I assumed that no one saw this post after a month.
To answer your first question, as of now, it only supports Unity’s built-in terrains.
And about the puddles, Dynamic Terrain is absolutely for you then! This is the main purpose of the water system.
Sorry about the late reply! I assumed that no one saw this post after a month.
I get 60fps on my iMac! And as of now, it only works with Unity’s built-in terrain. Tessellation works with DirectX 11 and up, OpenGL Core, and Metal(which means iOS too) as far as Unity’s documentation goes. Switch is a tough one, I would suggest trying to use one of Unity’s example tessellation shaders to test if it will work in with the Switch graphics API. Here’s a simple one: