Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
12 Jun 22 - 14 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by DFledermaus · Jun 16, 2016 at 08:08 PM · shadershadersshadowsshadowgrass

I need swaying, self-shadowing, ultra-realistic grass

I'm making a game where the player needs to look through a field of tall grass (like 5 feet tall) at night with a flashlight, using clues like moving grass and binaural sound. What's the best way to create a field of grass that has these features?

  1. Casts shadows from a dynamic spotlight that can shadow itself

  2. Sways gently in the breeze

  3. Flattens or bends out of the way when a kinematic physics object (or wind zone) moves through it

  4. Looks realistic up close

  5. Has thin, tall blades of grass but must be dense enough to hide something in it

  6. Does not need to work with Terrain

I've been looking everywhere. The best I can do is procedurally spawned 3D meshes of chunks of grass with a collider trigger and animator to handle the movement, but I can't fill a meadow with these without them either being unbelievably chunky or tanking the framerate. I made better looking results with a SpeedTree clump of grass but the SpeedTree shader doesn't allow self-shadowing, and I haven't yet experimented with wind zones to see if that works to flatten the grass realistically.

Maybe before I spend another week working on one solution that turns out to be a dead end can someone fill me in on what method works the best for all this?

Comment
Add comment · Show 3
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Jessespike · Jun 16, 2016 at 09:07 PM 0
Share

Sounds like your original solution was on the right track. 3D meshes making up a meadow, procedural or not, shouldn't matter. So the problem you encountered was performance issues. $$anonymous$$akes sense, too many complex objects will do that. Considering you are navigating at night, you can probably easily disable features on the grass that are faraway and the player wouldn't even notice. Try taking advantage of LOD and disable components (colliders?) or features (swaying,? shadows, etc) on objects that aren't in the proximity of the player.

avatar image DFledermaus Jessespike · Jun 16, 2016 at 11:48 PM 0
Share

Unfortunately all of the grass features are being used even if they are only heard or seen after the fact even if not at the moment, the player still needs to hear if something moves in the grass behind them for instance.

avatar image tanoshimi · Jun 16, 2016 at 09:34 PM 0
Share

What is it exactly that kills your framerate? Are you doing this on the CPU or the GPU?

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

60 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Shadows with Alpha, fade out shadow. 2 Answers

Is it possible to change the shadow that is cast? 1 Answer

Toon shader light culling shadow issue 0 Answers

Shadows have weird seams and gaps 1 Answer

Any way to get rid of squares (artifacts) in a semi transparent shadow of a fade shader? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges