Technical Artist and Game Developer Kacper Szwajka, who captured significant attention at the beginning of the year by presenting a comprehensive breakdown of GPU-accelerated real-time procedural terrain placement in Unity and even joined us to talk about Unity for technical art, has shared his newest work, a custom grass renderer developed in collaboration with the Dinolords team for their upcoming project inspired by classic real-time strategy games.
According to Kacper, scattering here was done in a similar way described in his in-depth breakdown detailing a Horizon Zero Dawn-inspired method for implementing run-time GPU placement of objects on the terrain in Unity. This kind of placement offers a solution by allocating memory only for rendering instances within the camera's range and dynamically scattering them as the camera moves.