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Grass for Unity's HD render pipeline. This project was an experiment to learn more about hand-writing HDRP shaders and writing shaders with custom tesselation steps. There's also an additional attempt to create grass using compute shaders + DrawProceduralIndirect. This project was written for Unity version 2019.4.11f1 and given the volatile nature of hand-writing HDRP shaders I doubt it will work in newer versions!

C# 55.75% HLSL 20.26% ShaderLab 23.99%
unity unity3d grass-blades grass-tessellationgeometry writing-shaders grass-colour texture hdrp unity-hdrp shaders

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hdrpgrass's Issues

Can't use your great asset because...

Hi,
I can't use your great asset because you don't offer any licence with it, would be great if you add one e.g. the classic MIT licence would be great! So please add one! Thank you!

code

Hiya, would love to have a copy of the code, maybe we can collaborate, this is exactly the approach I'd like to try, I'd be especially interested to see how you implemented the distribution over the tris of the mesh. We currently work with irregular meshes and find that it's a real problem getting a good distribution of grass over the mesh.

PS. also locked down (well hopefully not anymore) in carrickmacross

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