PolyArt Series - Grass & Flowers OFFICIAL SALE

Dynamic Grass Shader System (Shader Graph Based)


This asset is a fully Shader Graph–based dynamic grass shader system, designed with a strong focus on customization, visual fidelity, and performance. All visual and behavioral aspects of the grass are controlled directly through the shader, allowing artists and developers to achieve a wide range of styles, from stylized to semi-realistic, without additional scripts or textures.




🎨 Advanced Color & Surface Control

The shader offers extensive color customization, including:

  • Grass Color and Flower Color blending with terrain color
  • Hue shifting and random value variation to break repetition
  • Adjustable specular and smoothness for different lighting scenarios
  • Normal map support with controllable strength
  • Ground-based Ambient Occlusion for natural surface blending

These features ensure that large terrains remain visually rich and organic, even at scale.



🌿 Subsurface Scattering (SSS)

Built-in Subsurface Scattering simulates realistic light transmission through grass blades, creating soft and natural lighting—especially effective during sunrise and sunset scenes.


HDR color support, combined with adjustable SSS strength, angle, and texture influence, makes the shader suitable for both realistic and stylized projects.



🍃 Vertex-Based Wind Animation

The shader includes a powerful vertex animation system that simulates natural grass movement:

  • Wind noise, speed, strength, and direction control
  • Directional influence and randomization for organic motion
  • Smooth large-scale bending driven entirely on the GPU

This ensures believable wind behavior across vast environments without performance-heavy simulations.



🚶‍➡️ Player Interaction

Grass dynamically reacts to player movement:

  • Distance-based bending and alignment
  • Smooth deformation and recovery
  • Adjustable interaction radius and strength

This creates immersive, responsive environments where grass feels physically present in the world.



🚀 Performance Optimized

For large open environments, advanced optimization techniques such as GPU Instancing, Animation Culling, Occlusion Culling, and Terrain Distance–based optimization are used. All flowers are packed into a single texture, and all grass uses one shader and a single material.

There is no code, no graphics API dependency, no additional components, and no unnecessary complexity.


Despite having a very high grass density, the demo scene processes all grass in only 2–3 milliseconds. The system is designed to be extremely simple, clean, and efficient.



✅ Key Features

  • 100% Shader Graph based (no scripts required)
  • Highly customizable color, lighting, and animation
  • Subsurface Scattering with HDR support
  • Wind-driven vertex animation
  • Player interaction support
  • Optimized
  • Support for URP & HDRP

Perfect for open-world games, stylized environments, and realistic outdoor scenes.