Hi, thanks for reply.
This package is something like an addition to Unity terrains, it doesnt change anything in it, except replacing its grass shader to my custom, so you can easily use it for your existing terrains.
In first place, I will have to deal with the most urgent things, after that I will implement improvements and features like mentioned render pipeline support. Also, as I mentioned, my asset depends on Unity terrain and from what I know Unity terrain doesn’t support render pipelines yet.
Ok , this looks quite cool, I’m looking for something like this for a game I’m almost releasing, but when will it be available, cost? Also can you add separate/multiple objects on the terrain that will displace grass, or is it only the player that does that?
Hi, if everything goes right, I plan to release this asset by the end of the year.
As for the price, I think $ 15-20 would be fair.
In “full physics simulation” mode there is an area in which every mesh assigned to defined layers displace grass, what you can see on the above videos.
Hi Michal, looks good!
Would it be difficult to make it works on meshes? I’m the author of Ultimate Terrains, a voxel terrain engine, and I think my customers might be interested in your shader if it was compatible.
Hi, I think that it would be pretty easy to make shader for meshes, that would behave similarly to this grass. Most of variables are send globaly to shaders, so it should automaticly work.
Thanks for this idea, for sure I will give this a try.
Regarding compatibility with Ultimate Terrains asset I would need more information about how grass works in your asset, feel free to contact me on “shaded.technology@gmail.com”.
Hi, I have done grass physics shader for meshes. Probably I will make some other variants of this shader for other types of lightning and preferences, but as you can see in the video below it works with different meshes.
Looks good! I guess we should exchange our assets so we can give it a try and check the compatibility (maybe I have to do something on my side to make it works). Then we’ll be able to write in the description of our assets that they are compatible between each other (which is always a good thing for customers).
I am working on my chunk based game. I already saw that meshes will be supported.
In order to save draw calls I have many grasses in one texture atlas.
In every biom there is another grass, and all grasses share the same material this way.
Can your grass shader support a texture Atlas for having multiple grasses in one shared material?
That would be a great feature. I am open for testing and if that works extremly interested
I join to the request, do you have a release date or have you abandoned the project? What you have published looks very good and, if it is well optimized, I would be very interested in buying it.
Hi everyone, sorry for that lack of updates from me and late response. I’ve had a lot of work and studying last time and couldn’t work on this project full time. However, in this time I managed to do some refactorization in my code so it could be more modular and customizable. I’ve also made simple tesselation shader that can be used to make dynamic snow or mud.
Also I’ve been working on making custom nodes for shader graph to make it easy making new materials that would support my asset in LWRP and HDRP.