Interactive Surface Shader - Mud/Snow View on Asset Store (opens in new tab)

Package details

Latest version
1.0
Last updated
First released
Unity version
6000.3.3 or later
Package size
18.1 MB
Files
42
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Interactive Surface Shader - Mud/Snow

by STVDev (opens in new tab)

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A URP tessellation lit shader for deformable surfaces that displaces geometry using a static heightmap and a runtime-painted splat map for interaction trails.

Price $9.99

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Last 6 months

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Price history for Interactive Surface Shader - Mud/Snow, 6 months Current $9.99; lowest $9.99; highest $9.99 in this period. $0 $5 $10 Sep Oct Nov

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About this asset

HOW IT WORKS: The Interactive Surface system uses an orthographic camera that renders only the particles emitted by the interacting object (for example, the player's footsteps, trail or vehicle tracks).

The Interactive Surface material, which uses one of the included Distance Tessellation shaders samples the Render Texture outputted by the camera and uses the information stored in it to dynamically displace the mesh vertices.

IMPORTANT: The current version of the system has a limitation: multiple instances of the Interactive Ground prefab cannot be used simultaneously within the same scene without additional setup.

A simple workaround is included in the Demo_02 scene. Instead of keeping all Trail Cameras active, only a single Trail Camera should be active at any given time. Improvements are on the way.

From the publisher's Asset Store listing.

Technical details

Compatibility?

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PC - Excellent

Console - Good

Mobile - Incompatible

Nintendo Switch - Incompatible

NOTE: SM 4.6 required

What is included?

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1. Three shader variants included:

  • Deferred and Deferred+ rendering path compatible.
  • Forward and Forward+ rendering path compatible.
  • Forward and Forward+ rendering path + SRP compatible.

2. Simple character controller included for testing.

3. All prefabs ready to use out of the box (Dont forget reading the documentation).

Features?

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1. The setup relies on a particle system that emits a red color, which is used as input for the shader's deformation algorithm. As a result, the particle system can be customized extensively to create a wide range of unique deformation effects.

2. Two layers of displacement. One static and one dynamic.

3. Distance based tessellation.

4. GPU instancing.

5. Compatible with different rendering paths.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.3.3f1 Not listed Compatible Not listed

Compatible with Forward, Forward+, Deferred, Deferred+ and SRP rendering paths.

As listed on the Asset Store.