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2026年8月12日 星期三

Why Are Traditional Terrains Performance Killers on Mobile? Z-Terrain (Zero Deform Ultimate Mobile Landscape) Development Insights and Solutions

For a long time, implementing expansive, open-world landscapes on mobile devices has been an extremely tricky task. Because running Unity's native Terrain system directly on mobile phones incurs completely unacceptable performance overhead, the industry's conventional compromise is to use plugins like Mesh Terrain Editor Free or Terrain To Mesh to convert the terrain into Meshes for rendering.

However, this long-standing conventional pipeline hides three "fatal pain points" that cause the most headaches for R&D teams:

Pain Point 1: Unnecessary Waste of Geometry in Flat Areas (Vertex Pressure)

When traditional plugins convert native terrain to a Mesh, they typically can only use a naive, uniform subdivision algorithm. This leads to a very absurd phenomenon: a perfectly flat beach or grassy plain is assigned the exact same density of triangles and vertices as a steep cliff.


These densely packed vertices, which offer zero visual contribution, needlessly waste the computational resources of the Vertex Shader on mobile GPUs, resulting in a severe geometric performance burden.

2026年3月3日 星期二

Development Insights: GPUDrivenForwardPlus



I have always been deeply fascinated by Forward Plus lighting architectures. Before the official URP Forward Plus was released, I implemented a custom Forward Plus solution for URP based on Depth Pre-pass, known as ForwardPlusURP

The core logic of that version followed the classic Tile-based Forward+ approach: it rendered a depth pre-pass to calculate the depth range for each tile and performed light culling to reduce the cost of light loops in the fragment shader.

2026年1月8日 星期四

SmallBurger Plugins Now Support Unity 6.3 LTS

 

A selection of SmallBurger Asset Store plugins has been tested and verified with Unity 6.3 LTS.


Currently, 8 out of 21 plugins have been validated on Unity 6.3 LTS.

Additional plugins will be tested and updated progressively based on project priorities.


You can find the complete SmallBurger plugin lineup on the Unity Asset Store publisher page:

👉 Smallburger

2025年12月17日 星期三

🌸GPU-Driven Poetic Dynamics: From Simulating Ghost of Tsushima’s Iconic Flower Field to the Birth of a Complete Vegetation System

 

In my previous post, Simulating Ghost of Tsushima’s Iconic White Flower Field in Unity, I wrote:

“I hope it can eventually run just as smoothly on mobile devices.”

That goal was achieved sooner than expected.
And that white flower field is no longer alone.

Today, the same architecture can support twenty types of vegetation — all processed on the GPU — handling wind simulation, interaction, painting, and culling simultaneously.

This article is not merely a showcase of results, but a record of the journey — from a simple flower field experiment to a complete vegetation system.
A journey to find what I call “poetic dynamics” on the GPU.

2025年11月25日 星期二

Camera-Adherent GPU Particles 1.0.3 — Multi-Light, Forward+, and Hybrid Lighting Upgrade


The 1.0.3 update brings a major visual improvement to the Camera-Adherent GPU Particle system.

This release focuses purely on foreground, camera-facing particle effects—such as wind swirls, impact bursts, weapon trails, magic glows, atmosphere streaks, UI-adjacent FX, and any particle that stays tightly aligned to the screen.

These particles now react to lighting in a way that matches the rest of your scene’s illumination—without losing the performance advantages of a camera-adherent GPU pipeline.

2025年10月13日 星期一

Simulating Ghost of Tsushima’s Iconic White Flower Field in Unity

 

I’ve always been fascinated by the vegetation system in Ghost of Tsushima.
After finishing the grass part earlier, I finally decided to tackle the iconic white flower field.

2025年9月30日 星期二

Building a Cross-Platform GPU Procedural Grass System in Unity URP (Optimized for Mobile)


Recently, I’ve been working on a project called UnityURP-Procedural-DrawMeshInstancedIndirect, and I’d like to share some advantages of procedural generation.

Unlike traditional methods that rely on massive Transform Buffers or GameObject instances, this approach dynamically generates grass using ComputeShaders. For culling, I use a RenderTexture to store results (since SSBOs aren’t supported in many mobile VertexShaders), ensuring compatibility with most mobile devices.

This architecture significantly improves load times and performance, especially on mid- to low-end phones. Let’s break down the key design concepts step by step.