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os. Grass | Fuzzy, Stylized Grass Shader for URP

Discussion in 'Assets and Asset Store' started by OccaSoftware, Dec 19, 2022.

  1. OccaSoftware

    OccaSoftware

    Joined:
    May 24, 2019
    Posts:
    29
    os. Grass

    Create fuzzy, stylized grass for Unity URP.

    FAQs
    Discord

    It is rendered using the Shell + Fin fur and grass rendering methodology. Compatible with non-skinned Mesh Renderers. Drag-and-drop to apply.

    Supports cutting, erasing, and tinting interactivity, additional lights, decals, periodic and turbulent wind, wind lighting, coverage masks, shape + detail noise, grass direction mapping, distance fading, UV and World Space sampling methods, surface normal fading, casting shadows (additional + directional lights), receiving shadows (directional lights only), built-in fog.

    Writes to the shadow map, depth buffer, and depth normals buffers.

    It uses special lighting algorithms to give the visual effect of having individual blades of grass.

    Screenshot 1.jpg

    Screenshot 2.jpg

    Screenshot 3.jpg

    Screenshot 4.jpg

    Screenshot 5.jpg

    This thread will be a platform for questions and support. Package will be live once it is approved by Unity :)
     
    Last edited: Dec 20, 2022
  2. OccaSoftware

    OccaSoftware

    Joined:
    May 24, 2019
    Posts:
    29
    os. Grass is now available
    Hi y'all! Our grass asset is now live on the Unity Asset Store :)
    Click here to check it out: https://u3d.as/2Z8b

    Giveaway
    We are giving away 5 free vouchers over the next few days!
    If you want to enter the voucher giveaway, just share your email at the following Google form.
    https://forms.gle/7KSgBmvnpHuHhWC96.
     
  3. Lieene-Guo

    Lieene-Guo

    Joined:
    Aug 20, 2013
    Posts:
    547
    could this be adjusted to work in 2020.3 LTS?

    upload_2023-2-18_1-32-14.png

    InitializeInputDataFog is not found in 2020.3
     
  4. OccaSoftware

    OccaSoftware

    Joined:
    May 24, 2019
    Posts:
    29
    Hi! You can compute the factor using the half ComputeFogFactor(float d) method. It expects the clip-space position z coordinate as the input. Here's an example of Unity using that method in their ForwardLitPass before 2021.3.
    https://github.com/Unity-Technologi...pelines.universal/Shaders/LitForwardPass.hlsl


    fogFactor = ComputeFogFactor(vertexInput.positionCS.z);

    Then, use that fogFactor as the input for the MixFog method.

    Let me know if this helps!
     
  5. OccaSoftware

    OccaSoftware

    Joined:
    May 24, 2019
    Posts:
    29
    Some more screenshots of the grass in action :)
    Using Toon Kit 2 for the characters and props.

    2023-02-27-016.jpg

    2023-02-24-010.jpg

    2023-02-27-017.jpg
    2023-02-24-011.jpg
    2023-02-27-020.jpg