Technical Artist and the author of GPU-accelerated real-time procedural terrain placement in Unity guide Kacper Szwajka showcased an amazing custom grass renderer.
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.
Apparently, if everything moves out of the top-view camera's frame, the trails will be cleared, much like this example:
If you are missing some good old RTS games like Stronghold and would like to see how it might blend with dinosaurs, Kacper recommends checking out Dinolords. Have a look at the game trailer below and wishlist it on Steam here:
And if you're interested in Kacper's work, you can reach out to him for all things related to rendering and shaders:
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