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[OFFER -65% !!!!] Infinigrass-GPU Optimized Interactive Grass,trees &meshes, works on all mobiles

Discussion in 'Assets and Asset Store' started by nasos_333, Sep 1, 2015.

  1. nasos_333

    nasos_333

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    Np :), enjoy :)

    I am finishing also a new manual PDF i will update the manual link soon, though i suggest start with the tutorial videos linked in the asset page.
     
  2. nasos_333

    nasos_333

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    Last edited: Jul 17, 2019
  3. nasos_333

    nasos_333

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    WIP on volumetric grass and lighting
     
    Last edited: Nov 25, 2019
  4. rastlin

    rastlin

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    Any ETA on HDRP support?
     
  5. nasos_333

    nasos_333

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    I will start work on this after HDRP is out of Beta stage, the system should be compatible with HDRP easily though is my guess, as i dont use the Standard Material but a lower level shader language.
     
  6. rastlin

    rastlin

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    None of the InfiniGRASS shaders work in HDRP - they all display purple boxes.
     
  7. nasos_333

    nasos_333

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    Indeed, but i think is very easy to port, that was what i mean, i have not started port yet as HDRP is not working yet fully and is still in Beta, so would only lead to broken things later and is only experimental stage now.

    So i cannot give an estimation as it depends on Unity when will have HDRP ready and out of Beta.
     
  8. nasos_333

    nasos_333

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    WIP on InfiniGRASS v2.0, tree and vine generator.

    Unique tree and vines combined generator that can shift between the two at any depth and is fully environment aware for for both trees and vines.

    Users of Sky Master ULTIMATE will also benefit from a complete seasonal growth and changing system.
     
  9. nasos_333

    nasos_333

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    Note on bug where grass does not paint (Circle not appear at all)

    If the grass does not paint, one issue may be that two inspector windows are open in the layout, this causes only one to excecute in random, thus the editor script may not run.

    Solve by making sure that only one Inspector window is open and has GrassManager or reset to the Default layout.
     
  10. nasos_333

    nasos_333

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  11. nasos_333

    nasos_333

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    Small tweaking guide for interaction of grass on smaller world scales


    Recommended settings for World Scale 1-3

    Set Per grass type:
    Stop motion distance at 1-3 (per brush, first press relevant grass icon, then set)

    Set global in Grass manager:
    Shader interact speed at 0.3 - 0.8
    Wind at 0.15
    Turbulence 0.075
     
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  12. nasos_333

    nasos_333

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    InfiniGRASS v1.9.6 has been released to Unity Asset store !!!

    v1.9.6 addressed an issue where attenuation was not taken fully into account in diffuse light and created a hard edge for local (point and spot) lights. Now light blending is handled smoothly with surroundings.

    Also added a mobile shader version that supports local lights, for more versatility (is now default in mobile grass, to change to older shader for even more performance just replace the shader in the material with the mobile variant that has no point light in the name)
     
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  13. creat327

    creat327

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    how do we get a voucher?
     
  14. nasos_333

    nasos_333

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    Hi,

    Send me sky master ultimate invoice number in PM and will send the discount voucher directly.
     
  15. castor76

    castor76

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    Can vine generator work both in editor mode and runtime mode?
     
  16. nasos_333

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    Yes, works in both modes
     
  17. Amvient

    Amvient

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    Can I have a voucher?
     
  18. Firlefanz73

    Firlefanz73

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    Does Infinigrass work on a Minecraft-like-chunk Environment, where chunks are created from primitives in runtime, and have one material for their grass part? So each chunk is a unique mesh with different materials, where one material is just for grass? If it sounds possible, I would like to test for 5$ if it works for me, thanks! :D
     
  19. nasos_333

    nasos_333

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    Sure, send me a PM and will send one
     
  20. nasos_333

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    Not sure for that, but you can prefab the system along with grass for each tile and ungrow it and then bring in scene instantiated for example, though if too many tiles come at once might have a performance hit.

    Let me know what kind of grass goes in each tile and size and i can tell more about it :)
     
  21. Firlefanz73

    Firlefanz73

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    A chunk is generated in runtime with perlin noise. It has 6 materials. One material is the grass material, which is only on the top side, if there is no part of a Building, a house or a tree.
    We were using a distortion shader before, but it did not look nice enough. We now are ujsing a Standard shader and put some simple grass meshes (some planes Standing 45-75 degrees upwards) on top of it randomly, because we'd had too many vertices if they were everywhere...

    It would be great if it would look like on your screens, only it is no landscape but a Collection of many Vertices with the same grass material. :)

    You can have a look here

    https://forum.unity.com/threads/bio...and-gimme-feedback.509243/page-2#post-5061008

    or here

    https://www.indiedb.com/games/biotopia-3d
     
  22. nasos_333

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    I have a sample script that allows to plant grass procedurally, e..g. on collision or as the player moves.

    You can modify this to plant such grass on top of each grass generated tile i suppose, and keep it optimized.

    But that requires bit extra programming to achieve
     
  23. Firlefanz73

    Firlefanz73

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    I am interesting in the voucher for trying this. I'l let you know About my Progress if you are interested :)

    Thanks a lot
     
  24. nasos_333

    nasos_333

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    Sure, i can help also with pinpoint the code and scripts to look for when try the run time planting

    Note that first you need to redeem the voucher i will provide, then you can buy infiniGRASS for $5 instead of the normal $60

    Let me know and send me a PM and i will send asap
     
  25. Firlefanz73

    Firlefanz73

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    Yes, understood. I want it, thanks a lot :)
     
  26. nasos_333

    nasos_333

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    Hi, I sent voucher in PM, let me know if worked ok.
     
  27. nasos_333

    nasos_333

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    The base URP version of InfiniGRASS v1.x and v2.0 is now finalized and in tweaking phase.

    Sky Master ULTIMATE is also working in URP, all effects have been converted and is in final stages of development. Video shows volumetric fog and sun shafts in URP, in combination with the grass.

    Buy Sky Master ULTIMATE and get InfiniGRASS for only $5 !!! (vs $60)
     
  28. KeithBrown

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    could i get a voucher?
     
  29. SickaGamer

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    @nasos_333 Same here!
     
    Last edited: Oct 21, 2019
  30. studentvz

    studentvz

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    Interested in the voucher, thanks.
     
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  31. nasos_333

    nasos_333

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    I sent the voucher in PM.
     
  32. recon0303

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    what is the voucher for? I have InfiniGrass 1, and Sky Master Ultimate already.
     
  33. nasos_333

    nasos_333

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    Voucher can be used to get InfiniGRASS discounted and is for InfiniTREE.
     
  34. nasos_333

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    Last edited: Nov 25, 2019
  35. recon0303

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    Oh ok, I have had both for years. :)
     
  36. nasos_333

    nasos_333

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  37. nasos_333

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    Latest work in InfiniGRASS v2.0 for LWRP (http://u3d.as/jiM), automatic ground adaptation to any mesh (layer controlled), lighting and combination with the Sky Master ULTIMATE (http://u3d.as/agN) LWRP - URP effects (volumetric clouds, sun shafts and fog)
     
    Firlefanz73 likes this.
  38. nasos_333

    nasos_333

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    InfiniGRASS Studio (v2.0) WIP - Single draw call grass system on SM3.0 and above platforms (includes most latest mobile phones).

    LWRP version is finalized and the system core will be released soon. In the core version of the InfiniGRASS Studio will be able to spread infinite amounts of grass (or any other mesh) with a single draw call (or up to 6 for all effects including shadows and local lights, for any amount of grass) and do permanent interaction and grass shaping, plus use some advanced features like multi texture single material option and much more.

    The InfiniGRASS Studio Core will be the first version, with focus on simplicity and the more complex InfiniGRASS Studio Pro version will follow later, with options to do batched billboards, grid based spread and update system, game time planting based on rules, grass patches pooling and much more, with focus on procedural worlds and grass generation.
     
    Last edited: Dec 1, 2019
    HeadClot88 and Lars-Steenhoff like this.
  39. BananaStem

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    Will the new LWRP update work with the URP pipeline for Unity 2019.3?
     
  40. nasos_333

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    Yes it should work as is mostly same to lwrp, i installed the latest urp and 2019.3 and will test today and get back with the results.
     
  41. BananaStem

    BananaStem

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    Awesome, I will purchase it now then knowing it'll work :)
     
  42. nasos_333

    nasos_333

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    Great, i will be working on this today and hope i can have the shader tonight as well to use.
     
  43. nasos_333

    nasos_333

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    I did the conversion and it works fine in URP, also checked in build to be sure and all seem ok.

    InfiniGRASS and Sky Master ULTIMATE are on Cyber Week -50% SALE !!!!
     
  44. AdamLacko

    AdamLacko

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    Hey there, I've been using the "AlphaGrass" shader from this package for more then a year now and I have to say it's the best looking grass/vegetation shader out there. I'm, however, planning on converting my project to URP and since there was no LWRP/URP variant, I've been on a hold. Now I read that the shader might be successfully converted into URP. I know it's not very polite to ask such a question, but is there any chance I could get my hands on converted "AlphaGrass" shader only? I've only purchased this package for the shader, never actually used any other tools from it. If not, could I possibly get some guidence on how to convert the shader on my own at least? I'd really like to move on with this thing. Thank you in advance. Best regards.
     
  45. nasos_333

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    Hi, i will try do the conversion this weekend and get back on this.
     
  46. nasos_333

    nasos_333

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    Hi, I finished the conversion of the AlphaGrass shader and seem to work ok in URP, i can send it for testing, let me know in a PM with the invoice.
     
  47. kkrg001

    kkrg001

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    Hi. When I opened the demo in the 2019.3.0f5 URP environment, all the materials in the scene seemed to be painted pink. Is there a way to fix it?
     
  48. nasos_333

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    Hi, the system has a lwrp version of the main shader included to replace which should work in urp by replace the lightweight with universal in shader libs and i can provide a beta urp version as well, let me know with a pm with the invoice and will send asap.

    A full urp conversion is also in the works and will come next month.

    Unfortunately the pipelines are like remaking everything and having to make a new different asset so is a vast ammount of work to do the same things in another platform and take lot of time, but is now almost finished for urp and soon will be for hdrp too

    Note 2019.3 and URP are still not official releases, bit from my tests should all work ok so far, in hope unity does not change everything radically for the final release, as they do lately and break things from version to version
     
  49. nasos_333

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  50. kkrg001

    kkrg001

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    nasos

    Thank you for your reply. But I don't understand. What I did was unzip InfiniGRASS_Circular_ShaderURP.rar and replace it with existing materials, but this didn't work.
    By looking at the source code and changing "lightweight / Shaders / LitInput.hlsl" to "universal / Shaders / LitInput.hlsl", it is no longer pink, but alpha etc. do not seem to look right.
    Do you have any advice?

    I know this is not a problem for you, but a whimsical unity, so I'm looking forward to a fix.
     
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