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.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $45 | Latest store price | |
| $45 | Unity 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 - URP
- Art & Visuals > VFX
Made in Unity 6.0; 6.1; 6.2; 6.3.
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.
This package includes 'Interactive Surface'.
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.