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: $99. The latest store price is $99, matching the lowest recorded price shown here.
View 1 recorded price
| Sale start / price check | Price | Observation |
|---|---|---|
| $99 | Latest store price |
About GPUFloraPainter
- Tools, Systems & Learning > Development Tools & Automation
- Tools, Systems & Learning > Level & World Building
- Theme > Nature & Countryside
- Theme > Realistic
GPUFloraPainter - Real-Time GPU Vegetation System
A real-time GPU vegetation system built for Mobile, URP Forward+, and open-world scalability. Paint millions of grass blades on any mesh - no Terrain, no GameObjects, no CPU overhead.
What is GPUFloraPainter?
GPUFloraPainter is a fully GPU-driven vegetation system designed for real-time painting and large-scale environments.
Unlike Terrain- or GameObject-based workflows, vegetation is painted directly on any mesh using GPU-accelerated brushes with instant feedback.
All distribution, motion, lighting, wind, and interaction run entirely on the GPU - keeping the CPU stable even on mobile.
On mid-range devices like the Galaxy S10, GPUFloraPainter consistently achieves 57-60 FPS with instant initialization (0-65 ms).
Key Features
Real-Time GPU Painting
Paint grass and flowers directly on any mesh surface with instant GPU brush feedback. Supports multi-layer mask editing via TextureArray-based painting - fast, smooth, artist-friendly.
Procedural Grass Blades (Spline-Based)
Each blade is procedurally generated using randomized spline curves for rich, rice-stalk-like motion with no billboard artifacts.
Hybrid Grass-Flower Rendering
Lightweight 2D flower billboards attach to grass tips, responding to wind and lighting in sync with the underlying blades.
Fully Procedural Distribution
No pre-stored transforms. All positions and random attributes are procedurally generated on the GPU, reducing memory usage and enabling massive open-world scenes.
Advanced Lighting & Color Control
URP-compatible Blinn-Phong lighting with smooth tip-to-base color gradients. Flowers use a highly optimized shader for visual clarity on mobile.
Dynamic Wind Simulation
Procedural wind with randomized curves creates natural, organic vegetation motion.
Real-Time Interaction (Optional)
Grass bends dynamically as characters or objects move through it - computed entirely on GPU.
Multi-Type Flora Rendering
Render up to 20 flora types in one pass. Optimized for ASTC compression for stable mobile performance.
GPU-Optimized Culling
Visibility and distance culling computed entirely on GPU with texture-based filtering.
Distance-Based Optimization
Smart LOD fading ensures stable visuals and performance across large environments.
Voronoi Cluster Distribution
Generates non-uniform, organic clustering for more realistic natural patterns.
Adaptive Surface Height Baking
Height alignment is pre-baked at edit time, allowing perfect ground contact with zero runtime cost.
Why GPUFloraPainter?
Fully GPU-Driven Pipeline - Zero transforms, zero CPU bottlenecks.
Mobile-First, Desktop-Ready - Sustains 57-60 FPS even on mid-range devices.
Instant Editing - Real-time painting with GPU-accelerated TextureArray brushes.
Procedural Scalability - Generate millions of grass blades dynamically.
Artist-Friendly Workflow - Intuitive design with production-grade performance.
Technical Transparency
(Dynamic Procedural Generation & GPU Workflow)
GPUFloraPainter is powered by a fully GPU-driven procedural generation system. All vegetation data - positions, randomness, culling, and draw arguments - is created and updated directly on the GPU, without CPU transforms or per-frame overhead.
GPUFloraPainter bridges the gap between artistic control and technical performance - delivering desktop-quality vegetation at mobile speed.
A real-time GPU vegetation system built for Mobile, URP Forward+, and open-world scalability. Paint millions of grass blades on any mesh - no Terrain, no GameObjects, no CPU overhead.
What is GPUFloraPainter?
GPUFloraPainter is a fully GPU-driven vegetation system designed for real-time painting and large-scale environments.
Unlike Terrain- or GameObject-based workflows, vegetation is painted directly on any mesh using GPU-accelerated brushes with instant feedback.
All distribution, motion, lighting, wind, and interaction run entirely on the GPU - keeping the CPU stable even on mobile.
On mid-range devices like the Galaxy S10, GPUFloraPainter consistently achieves 57-60 FPS with instant initialization (0-65 ms).
Key Features
Real-Time GPU Painting
Paint grass and flowers directly on any mesh surface with instant GPU brush feedback. Supports multi-layer mask editing via TextureArray-based painting - fast, smooth, artist-friendly.
Procedural Grass Blades (Spline-Based)
Each blade is procedurally generated using randomized spline curves for rich, rice-stalk-like motion with no billboard artifacts.
Hybrid Grass-Flower Rendering
Lightweight 2D flower billboards attach to grass tips, responding to wind and lighting in sync with the underlying blades.
Fully Procedural Distribution
No pre-stored transforms. All positions and random attributes are procedurally generated on the GPU, reducing memory usage and enabling massive open-world scenes.
Advanced Lighting & Color Control
URP-compatible Blinn-Phong lighting with smooth tip-to-base color gradients. Flowers use a highly optimized shader for visual clarity on mobile.
Dynamic Wind Simulation
Procedural wind with randomized curves creates natural, organic vegetation motion.
Real-Time Interaction (Optional)
Grass bends dynamically as characters or objects move through it - computed entirely on GPU.
Multi-Type Flora Rendering
Render up to 20 flora types in one pass. Optimized for ASTC compression for stable mobile performance.
GPU-Optimized Culling
Visibility and distance culling computed entirely on GPU with texture-based filtering.
Distance-Based Optimization
Smart LOD fading ensures stable visuals and performance across large environments.
Voronoi Cluster Distribution
Generates non-uniform, organic clustering for more realistic natural patterns.
Adaptive Surface Height Baking
Height alignment is pre-baked at edit time, allowing perfect ground contact with zero runtime cost.
Why GPUFloraPainter?
Fully GPU-Driven Pipeline - Zero transforms, zero CPU bottlenecks.
Mobile-First, Desktop-Ready - Sustains 57-60 FPS even on mid-range devices.
Instant Editing - Real-time painting with GPU-accelerated TextureArray brushes.
Procedural Scalability - Generate millions of grass blades dynamically.
Artist-Friendly Workflow - Intuitive design with production-grade performance.
Technical Transparency
(Dynamic Procedural Generation & GPU Workflow)
GPUFloraPainter is powered by a fully GPU-driven procedural generation system. All vegetation data - positions, randomness, culling, and draw arguments - is created and updated directly on the GPU, without CPU transforms or per-frame overhead.
GPUFloraPainter bridges the gap between artistic control and technical performance - delivering desktop-quality vegetation at mobile speed.