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Interactive Surface Advanced - HDRP preview
Unity

Interactive Surface Advanced - HDRP

By Pyramis Arts

$45

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: $45. The latest store price is $45, matching the lowest recorded price shown here.

Recorded prices for Interactive Surface Advanced - HDRP 2 price observations from Jul 15, 2026 to Oct 31, 2026. Lowest recorded price $45. Exact dates and prices are listed below. $0.00 $22.50 $45.00 Jul 15, 2026: $45. Unity First Price 2026-07-15 2026-07-22 Oct 31, 2026: $45. Latest store price Jul 15, 2026 Oct 31, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 2 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$45Latest store price
$45Unity First Price 2026-07-15 2026-07-22

Sale and bundle history

The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About Interactive Surface Advanced - HDRP

  • Art & Visuals > VFX
The Advanced version was built to solve the biggest challenges in modern game development: high-fidelity deformation without massive polygon counts, and continuous trails at high speeds, it processes all deformation math directly on the GPU cores using Compute Shaders.

Key Features:

Hardware Tessellation (Edge Length): Dynamically subdivides the surface mesh as the camera gets closer, ensuring perfectly smooth and rounded deformation edges without wasting geometry on distant terrain.

Dynamic Friction Particles: Supports linking a custom Particle System Prefab to deformers (like tires or boots). Particles are automatically emitted based on the physical speed of the object and gracefully shut off when leaving the snow bounds.

Texture Stamps: Use 2D alpha masks (like tire treads or boot soles) to "stamp" high-fidelity shapes into the snow.

Dynamic Normals Calculation: The Shader converts the depth of the stamps into real-time Normal Maps. You get perfect shadows on tire grooves even on a low-poly mesh!

Step Interpolation: Moving at 200 km/h? No problem. The script automatically interpolates and fills the gaps between frames, ensuring continuous ribbons of deformation with zero "frame skipping" artifacts.

Area-Optimized Dispatch: The Compute Shader calculates only the exact bounding box of the moving object, allowing for extremely high map resolutions (up to 4096) with virtually no performance hit.

Unity price last checked .

Prices and availability may change.