This asset provides a high-performance dynamic grass system designed for large-scale open environments.
The system uses GPU instancing and shader-based animation to render thousands of grass blades efficiently while maintaining visual fidelity. Grass movement is driven entirely on the GPU using wind vectors and noise functions, eliminating per-frame CPU overhead.
The system is fully customizable via material and shader parameters, allowing developers to fine-tune visual density, blade height, color variation, and wind behavior to match different environments.
Designed for open-world, RPG, survival, and exploration games, this solution focuses on scalability, performance, and clean visual results without relying on heavy CPU calculations.
🎨 Advanced Color & Surface Control
The shader offers extensive color customization, including:
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:
This ensures believable wind behavior across vast environments without performance-heavy simulations.
🚶➡️ Player Interaction
Grass dynamically reacts to player movement:
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
Perfect for open-world games, stylized environments, and realistic outdoor scenes.