The Vegetation Engine for Unity ● Unified Motion and Interaction in Action (4K)

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THE VEGETATION ENGINE

The Vegetation Engine is a set of highly optimized vegetation shaders and tools designed to unify any vegetation asset from the Unity Asset Store, SpeedTree, Quixel Megascans, etc. or custom vegetation authored by your team.

With one-click setup and conversion for prefabs, and with a comprehensive set of decal-like Elements, you will be able to easily add high-quality wind motion, dynamic-wind power, vegetation interaction with unlimited objects or characters, dynamic seasons, global overlay (snow, sand, dust), global wetness, global healthiness for subsurface dampening, tinting, HDR tinting for fake Lights or GI, size, distance-based size fade or leaves amount, with minimal performance impact!

With the new Object shaders, you can now apply global overlay and wetness to unify the props with the vegetation assets. The new Object shaders have vertex painting (Polybrush or any other vertex painting tool) and top/bottom projection height based blending support for even greater detailing.

The Vegetations Engine allows using any vegetation asset with Universal Render Pipeline and High Definition Render Pipeline with a few clicks, even if the asset was not designed initially to be used with Scriptable Render Pipelines!

The Vegetation Engine includes an Amplify Base Function when using Amplify Shader Editor. With over 45 options you can generate your own vegetation or props shaders with only the options you need and the optimizations/quality required for your project!

COMPATIBILITY

● Standard Render Pipeline
● Universal Render Pipeline 7.3.1
● HD Render Pipeline 7.3.1

FEATURES

● One-click Scene setup
● One-click Prefab conversion
● One-click Prefab revert
● Automatic Mesh conversion
● Automatic Material conversion
● Automatic Texture conversion
● Prefab Converter Expert Mode
● Prefab Converter Presets
● Prefab Converter Presets API for presets creation
● Full source code included
● Set the Motion setting for multiple prefabs at once
● Set the Shading setting for multiple prefabs at once
● Easy to use Hub to switch render pipelines or add shader features
● Regular Prefabs, Meshes, and Materials output after conversion
● Prefabs can be placed as Scene GameObjects or Terrain Trees

● Dynamic Wind and Turbulence
● Dynamic Vegetation Interaction (Unlimited objects and characters)
● Dynamic Seasons
● Global Overlay (Snow, Sand, Dust)
● Global Wetness
● Global Healthiness (for subsurface control)
● Global Distance-based Size Fade
● Links to connect TVE with any 3rd party asset from the store or with your own scripts
● Elements for detailing and customizing motion interaction, tinting, overlay mask, wetness mask, size and leaves amount
● Trails for motion interaction and size cutter (initial element shaders with particle support)

SHADERS

● Amplify Shader Editor graph included
● Amplify Base Function with over 45 options to create your own shaders with the options you need and the optimizations required for your project!
● Highly optimized and customizable
● Highly optimized vertex animation
● Standard Lit, and Simple Lit optimized shader models
● Foliage, Grass, and Billboard vegetation shaders
● Bark shaders with vertex paint and height based blending support
● Props shaders with vertex paint and height based blending support
● Props shaders with top/down projection and height based blending support
● Deferred Subsurface approximation support!
● Forward high-quality transmission Subsurface support!
● Batching support for all shaders (with limited features)!
● Detail and Height Based texture blending
● Forward and Deferred support
● VR, Perspective and Orthographic support
● Zero Global Keywords used

● Opaque and Transparent render modes
● Default, Mirror and Flip Normal modes (Identical to HDRP materials)
● Front, Back, and Double-Sided cull modes
● Alpha and Premultiply blending support
● Alpha Cutout support
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This is amazing! I can just see players now casting a spell making the grass ripple like that and blowing the snow off! I really hope the "Easy Grass Cutter" asset can work together with this because it'd be insane to see players fighting a monster while slashing the grass mid combat as a side effect of wide slashes etc. Fantastic work! So glad to have this asset. It'd be amazing to have you work with us to really bring out the full potential of your asset in our world! Keep up the great work as usual :D

OmuniReborn
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This showcase right here....sold me on this lol. Good work guys!

HoaPham-zsmh
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Be great if you could have some kind of permanent deformation of trees/grass based on eg. explosions.

sickre
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As far as interaction goes, is it completely shader based, or do the individual plants need their own scripts?

Fireball_Roberts
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Is the explosion example in the Vegetation Engine package?

aaddiction