Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $39. The latest store price is $39, matching the lowest recorded price shown here.
View 1 recorded price
| Sale start / price check | Price | Observation |
|---|---|---|
| $39 | Latest store price |
About Ghost of Unıty: Grass System
- Theme > Nature & Countryside
- Theme > Realistic
- Art & Visuals > Textures & Materials
This asset provides a high-performance dynamic grass system designed for large-scale open environments.
The system uses GPU instancing and shader-based animation to render thousands of grass blades efficiently while maintaining visual fidelity. Grass movement is driven entirely on the GPU using wind vectors and noise functions, eliminating per-frame CPU overhead.
The system is fully customizable via material and shader parameters, allowing developers to fine-tune visual density, blade height, color variation, and wind behavior to match different environments.
Designed for open-world, RPG, survival, and exploration games, this solution focuses on scalability, performance, and clean visual results without relying on heavy CPU calculations.
Advanced Color & Surface Control
The shader offers extensive color customization, including:
- Grass Color and Flower Color blending with terrain color
- Hue shifting and random value variation to break repetition
- Adjustable specular and smoothness for different lighting scenarios
- Normal map support with controllable strength
- Ground-based Ambient Occlusion for natural surface blending
These features ensure that large terrains remain visually rich and organic, even at scale.
Subsurface Scattering (SSS)
Built-in Subsurface Scattering simulates realistic light transmission through grass blades, creating soft and natural lighting—especially effective during sunrise and sunset scenes.
HDR color support, combined with adjustable SSS strength, angle, and texture influence, makes the shader suitable for both realistic and stylized projects.
Vertex-Based Wind Animation
The shader includes a powerful vertex animation system that simulates natural grass movement:
- Wind noise, speed, strength, and direction control
- Directional influence and randomization for organic motion
- Smooth large-scale bending driven entirely on the GPU
This ensures believable wind behavior across vast environments without performance-heavy simulations.
Player Interaction
Grass dynamically reacts to player movement:
- Distance-based bending and alignment
- Smooth deformation and recovery
- Adjustable interaction radius and strength
This creates immersive, responsive environments where grass feels physically present in the world.
Performance Optimized
For large open environments, advanced optimization techniques such as GPU Instancing, Animation Culling, Occlusion Culling, and Terrain Distance–based optimization are used. All flowers are packed into a single texture, and all grass uses one shader and a single material.
There is no code, no graphics API dependency, no additional components, and no unnecessary complexity.
Despite having a very high grass density, the demo scene processes all grass in only 2–3 milliseconds. The system is designed to be extremely simple, clean, and efficient.
Key Features
- 100% Shader Graph based (no scripts required)
- Highly customizable color, lighting, and animation
- Subsurface Scattering with HDR support
- Wind-driven vertex animation
- Player interaction support
- Optimized
- Support for URP & HDRP
Perfect for open-world games, stylized environments, and realistic outdoor scenes.
The system uses GPU instancing and shader-based animation to render thousands of grass blades efficiently while maintaining visual fidelity. Grass movement is driven entirely on the GPU using wind vectors and noise functions, eliminating per-frame CPU overhead.
The system is fully customizable via material and shader parameters, allowing developers to fine-tune visual density, blade height, color variation, and wind behavior to match different environments.
Designed for open-world, RPG, survival, and exploration games, this solution focuses on scalability, performance, and clean visual results without relying on heavy CPU calculations.
Advanced Color & Surface Control
The shader offers extensive color customization, including:
- Grass Color and Flower Color blending with terrain color
- Hue shifting and random value variation to break repetition
- Adjustable specular and smoothness for different lighting scenarios
- Normal map support with controllable strength
- Ground-based Ambient Occlusion for natural surface blending
These features ensure that large terrains remain visually rich and organic, even at scale.
Subsurface Scattering (SSS)
Built-in Subsurface Scattering simulates realistic light transmission through grass blades, creating soft and natural lighting—especially effective during sunrise and sunset scenes.
HDR color support, combined with adjustable SSS strength, angle, and texture influence, makes the shader suitable for both realistic and stylized projects.
Vertex-Based Wind Animation
The shader includes a powerful vertex animation system that simulates natural grass movement:
- Wind noise, speed, strength, and direction control
- Directional influence and randomization for organic motion
- Smooth large-scale bending driven entirely on the GPU
This ensures believable wind behavior across vast environments without performance-heavy simulations.
Player Interaction
Grass dynamically reacts to player movement:
- Distance-based bending and alignment
- Smooth deformation and recovery
- Adjustable interaction radius and strength
This creates immersive, responsive environments where grass feels physically present in the world.
Performance Optimized
For large open environments, advanced optimization techniques such as GPU Instancing, Animation Culling, Occlusion Culling, and Terrain Distance–based optimization are used. All flowers are packed into a single texture, and all grass uses one shader and a single material.
There is no code, no graphics API dependency, no additional components, and no unnecessary complexity.
Despite having a very high grass density, the demo scene processes all grass in only 2–3 milliseconds. The system is designed to be extremely simple, clean, and efficient.
Key Features
- 100% Shader Graph based (no scripts required)
- Highly customizable color, lighting, and animation
- Subsurface Scattering with HDR support
- Wind-driven vertex animation
- Player interaction support
- Optimized
- Support for URP & HDRP
Perfect for open-world games, stylized environments, and realistic outdoor scenes.