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Package details
- Latest version
- 2.0.0
- Last updated
- First released
- Unity version
- 6000.5.10 or later
- Package size
- 5.2 MB
- Files
- 29
- Favorites
- 23
- Views in the past week
- 29
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- $17.49 on
Keywords
AA Grass Pro | Realistic & Stylized Grass Shader
Scalable GPU-driven procedural grass system with 3D V-keel blades, dynamic shadow receiving, 4-tier continuous LOD blending, analytical physics, and full URP/HDRP support.
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AA Grass Pro | Realistic & Stylized Grass Shader screenshot 1
About this asset
AA Grass Pro is an industry-grade, high-performance GPU foliage and grass rendering engine designed for Unity URP & HDRP—eliminating CPU bottlenecks and draw call overhead while delivering photorealistic vegetation for open-world games!
Render dense, organic foliage instances directly on the GPU with 3D V-keel blades, real-time shadow receiving, seamless multi-tier LOD blending, physical trampling trails, and dual-sided BSDF translucency in seconds.
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KEY FEATURES:
• 3D V-Shape Keel Blade Architecture: Procedural 3-vertex cross-section with an indented central keel spine and outward-flaring cylindrical curvature normals, delivering realistic volume, thickness, and soft wrap-around specular highlights.
• Dynamic Shadow Receiving (HDRP & URP): Directional sunlight and scene shadow casters are received directly on foliage with automatic two-sided normal bias correction (SHADOW_AUTO_FLIP_NORMAL) for crisp, clean shading.
• Single Indirect Draw Call Pipeline: Draws massive grass fields via GPU compute instancing (Graphics.DrawMeshInstancedIndirect), bypassing GameObject transform overhead and CPU memory limits.
• 4-Tier Continuous LOD System: Smooth distance-based density ramps, soft ground-level dissolves, and blade width compensation eliminate visible concentric transition rings and popping.
• Volumetric Fog Depth Synchronization: Fully synchronized HDRP Depth Prepass (DepthForwardOnly) integrates seamlessly with native atmospheric scattering without horizontal slicing artifacts.
• Modern Master Toggle UI & Global Reset: Streamlined Inspector featuring iOS-style toggle cards for Wind, LOD, and Physics, per-section resets, and a top-right global ↺ Reset All button with safety confirmation.
• Analytical Multi-Collider Physics: GPU mathematical collision formulations for Spheres, Capsules, Oriented Boxes, and Wheels with elastic recovery and UV-offset trail blitting to prevent ghosting.
• Procedural Dual-Frequency Wind: Dynamic vertex-shader wind engine with directional breeze, traveling wave propagation, tip turbulence, and surging gusts without requiring scene WindZones.
• Dual-Sided BSDF Plant Shading: Custom HLSL plant tissue lighting with dual-sided rendering (Cull Off), subsurface transmission (SSS), cylindrical curvature normals, and root-to-tip 3-tier color ramps.
• Interactive Viewport Brush Painter: Dedicated scene-view painting tool with surface isolation, continuous stroke throttling, dynamic radius scaling, and instant eraser mode.
• Zero Terrain Dependency: Paint freely on any static mesh, moving platform, procedural geometry, or organic rock equipped with a standard Unity Collider.
• Auto-Detect Setup Workflow: Automatically locates and links compute shaders and material assets upon adding the component—zero null reference setup hassle.
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COMPATIBILITY:
• Compatible with Universal Render Pipeline (URP) and High Definition Render Pipeline (HDRP).
• Demo Scene: The included demo scene is built and pre-configured in HDRP. For URP projects, simply assign the included URP grass shader/material variant.
• Supports Unity 2022.3 LTS, Unity 2023, and Unity 6+.
• Cross-platform support across PC (DirectX 11/12, Vulkan), Mac (Metal), Linux, and Current-Gen Consoles (PlayStation 5, Xbox Series X/S).
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AI DISCLOSURE & TRANSPARENCY
This asset contains 100% human-crafted C# source code and hand-designed architecture. No generative AI code, AI-generated images/textures, or third-party synthetic assets were used in the creation or runtime operation of this package.
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From the publisher's Asset Store listing.
Technical details
• Rendering Architecture: GPU Instancing via Compute Shaders (Graphics.DrawMeshInstancedIndirect)
• Render Pipelines: URP (Forward / Forward+) and HDRP (ForwardOnly)
• Minimum Unity Version: 2022.3 LTS (Compatible with Unity 2022.3+, 2023.x, and Unity 6)
• Blade Geometry: Procedural 3D V-keel mesh (3 vertices per row + apex tip), 2–7 configurable height segments with gravity bend curve
• Shader Passes:
- ForwardLit / ForwardOnly (Lit BSDF shading with translucency, rim, specular, AO)
- DepthOnly / DepthForwardOnly (Synchronized depth prepass for volumetric fog and post-processing)
- ShadowCaster (Synchronized distance-culled shadow maps)
• Performance & Hardware Scalability: Performance scales dynamically across target hardware (Mobile, Handheld, Console, Desktop) via configurable LOD distance thresholds, density reduction ratios, and view distance
• Physics Colliders Supported: Sphere, Capsule, Oriented Bounding Box, and Wheel Colliders (up to 32 simultaneous interactors)
• Culling Pipeline: CPU-side per-chunk frustum culling + GPU compute kernel culling per dispatch
• Dependencies: None (Zero external third-party dependencies, clean Assembly Definitions)
• NavMesh / Terrain: Not required (paints on any standard Unity Collider)
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.5.10f1 | Not listed | Compatible | Compatible |
SUPPORTED PIPELINES:
• URP (Forward & Forward+) — Fully supported
• HDRP (ForwardOnly) — Fully supported with Fog sync
• Built-in Render Pipeline — Not supported
NOTE: Requires Compute Shader support (Shader Model 4.5+ / DX11, DX12, Vulkan, Metal). Platforms without compute shaders (e.g. WebGL or legacy mobile devices) are not supported.
As listed on the Asset Store.