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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.

To keep the performance suitable for mobile platforms, the flowers are rendered using Billboards,
while the stems are generated procedurally through a Noise Spline Blade system.
The main challenge here is making each Billboard follow the endpoint of its corresponding Spline Blade,
so the flowers can sway naturally with the wind.

This was also my first attempt to handle multiple instance types within a single Compute Dispatch — managing both the simulation and culling processes together.
Honestly, I didn’t expect the Billboard effect to look this good,
but once I saw the entire field moving with the wind, it completely exceeded my expectations.

Youtube Video Link:

This is only the first stage of development.Next, I’ll be focusing on improving the editor tools and optimizing performance on mobile devices. Hopefully, this system can eventually run smoothly on phones as well.

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