A Framework Tailored for Mobile Platforms
Since the target platform is mobile devices, the first challenge to tackle was the bottleneck of memory usage and loading performance. Traditional approaches often rely on pre-storing large amounts of Transform data, which not only consumes memory but also slows down loading times. To address this, I adopted a fully procedural method for randomly distributing grass positions—saving resources while improving efficiency.
Another common issue is the use of SSBOs (Shader Storage Buffer Objects), which either perform poorly or are completely unsupported on many mobile devices. To ensure both compatibility and runtime performance, I chose to store grass culling results using RenderTextures instead.
Creating Rice-Plant-Like Grass Blades
Capturing the look and feel of rice plants was the most important goal of the entire system. I used randomly generated curve parameters to give each grass blade a naturally curved shape. This procedural approach produces non-repetitive, non-linear blade forms, recreating the layered and swaying beauty of rice fields as they move with the wind.
To prevent the grass from looking too chaotic, I integrated a Voronoi Clamp algorithm, which automatically clusters the blades into visually coherent patches—achieving a natural “growing in clumps” effect.
Dynamic Simulation of Natural Wind
The swaying of the grass isn’t just a simple animation—it simulates the global behavior of a natural wind field. By integrating wind parameters with the dynamic curves of each grass blade, I achieved a natural effect where wind intensity changes over time and space, resulting in varied swaying patterns across different areas. This brings the scene to life with a more dynamic and organic feel.
Performance-Oriented GPU Culling Techniques
In scenes with a large number of grass blades, performance management is crucial. I implemented GPU-based frustum culling and mask filter techniques to ensure that only visible areas are rendered. This significantly reduces rendering costs and improves frame rate performance.
Brush Tools Designed for Artists
GPUGrassBladePainter is a brush-based toolset that allows artists to intuitively paint grass masks—wherever you paint, grass grows. Beyond that, it supports automatic alignment to surface height, even on non-Terrain objects, allowing grass to naturally conform to the ground without manual adjustments.
To further enhance the editing workflow, GPU-based brush functionality is integrated, enabling real-time visual feedback. This "what you see is what you get" approach greatly improves editing efficiency and fluidity.
Character Interaction and Grass Response
To bring more life to the scene, I added character interaction functionality. When a character walks through the grass, the blades dynamically bend and react in real time. This deformation is fully handled on the GPU, ensuring that it doesn't impact the performance of the main thread.
Conclusion: Bringing Console-Quality Grass to Mobile
The core goal of this system is to enable developers to achieve near-console-quality grass rendering on mobile platforms. Whether you're building a stylized meadow, an open-world environment, or looking to deliver smooth and responsive grass interactions, GPUGrassBladePainter offers a powerful balance of performance and flexibility.
This project is both a tribute to Ghost of Tsushima and a challenge taken on from the perspective of a mobile developer. I hope it inspires you to craft your own immersive natural landscapes.
Demo Video:
The Asset link:
GPUGrassBladePainter
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