I’m pleased to introduce my new asset, which is going to be released on the Asset Store soon.
Ultimate Grass On Mesh Generator is able to render a lot of grass around the player dynamically, on any mesh (including standard terrains). It looks like the standard Unity’s grass system (which works only on terrains, unlike GrassOMG), but is even more powerful with a deeper control over grass generation. As you can create as many “grass objects” as you want, you will be able to mix all grass type you want and set different parameters for each of them.
Yes, from my experience of Unity’s grass, performance is comparable with the built in grass using the same density.
The starting price will be $30.
It is possible to remove grass on a spot just by calling the ClearGrassInRange method. But the grass will be there again when the player go away and comes back. If you want to remove grass “forever”, you will have to edit the control map dynamically (which is very easy using SetPixels method: Unity - Scripting API: Texture2D.SetPixels).
Does this interact with Unity’s wind zones? How hard is it to create grass for this system? Can I just use a transparent png file and have it automatically handle wind bending or do I need to do something weird with a second UV set?
I am getting pretty low fps in your web demo 3-8 fps. I have a decent graphics card Radeon HD 6770M. It seems slower then regular terrain grass. I would be interested in buying your asset if you could figure out your performance problem.
Yes, I’m currently working on that point. The script will probably be split in two different scripts: one for high density grass and the other one for plants. I will come back here when this is ready.
From reading your docs…it sounds like you are using raycasting against the mesh for grass placement, and also you are tracking individual grass meshes to see if they are out of range, and moving then in front of the player if so. Is that correct?
The reason I ask is, I’m trying to determine how well this will fit my project’s needs My terrain is heightmap based, and I can sample the heightmap pretty quickly to get heights. But that’s definitely not as general purpose as your solution, so it wouldn’t work at all for arbitrary meshes!
GrassOMG will definitely come out. Summer time means holidays that’s why it’ so late.
It will work on mobile if you use a shader which is compatible with mobiles (you will be able to provide your own materials for grass).