
The GPU instance paint plant tool for URP.GPUGrassBladePainter is a plant painting tool that allows you to paint vegetation on any mesh renderer easily. Unlike Unity or other terrain packages, which can only paint on their own surfaces, the GPUPlantPainter offers GPU per-instance culling and instanced rendering, avoiding the use of SSBO (Shader Storage Buffer Object), significantly improving cross-platform compatibility (Mali vertex shader does not support SSBO).In addition, it uses randomly generated curve parameters and procedurally generated vegetation transform data to ensure non-repeating grass blades, achieving a rice stalk-like effect.Feature list: SplineGrassBlade:Randomly generated curve parameters and procedurally generated vegetation transform data ensure non-repeating grass blades, achieving a rice-stalk-like effect.Randomly Distributed Transform Mechanism:No pre-storage of transform data, significantly optimizing load times and memory usage.RenderTexture Storage:Does not use AppendBuffer, ensuring compatibility with lower-end mobile hardware.GPU Brush for Grass Painting:Supports multiple mask textures, balancing performance and detail precision.Lighting Calculation:Uses UniversalFragmentBlinnPhong, supporting tip and bottom colors, providing finer control over lighting.Color Brush:Allows for painting grass blades with any color, enhancing artistic freedom.Base Fade Processing:Smooth transition based on height and afterOpaqueColor, avoiding alpha sorting issues.Shadow Support (Optional):Supports both casting and receiving shadows for the grass.GPU View Frustum Culling and Random Curve Simulation:Balances visual effects and performance for both near and distant scenes.Random Wind Influence on Curve Generation:Enhances the natural variation of wind effects.Voronoi Clamp:Uses Voronoi algorithm to control the growth distribution of grass, achieving clustered grass patches instead of random distribution.Character Interaction (Optional):GPU-calculated dynamic displacement of grass blades, avoiding loop calculations in Vertex Shader, improving performance.Distance Fade Processing:Enhances performance and visual effects from a perspective view.Custom Mesh and Albedo-Specular Map (Optional):Supports flexible vegetation appearance design.Adaptive surface-based functionality:uses dynamic height texture capture during editing, and avoids additional calculations during runtime, improving performance.Technical details:Random spline and transform generator:Significantly reduces memory usage and increases variation with randomly generated spline parameters and procedurally generated vegetation transforms, ensuring non-repeating grass blades and achieving a rice stalk-like effect.Result Render Texture:Stores culling and simulation results in a RenderTexture, avoiding the use of SSBO in the VertexShader, and enhancing cross-platform compatibility.Voronoi Clamp:Uses Voronoi patterns to generate clustered grass growth, with multiple Clamp parameters to control the distribution.GPU interactor bounds culling:Performs filtering on the GPU, reducing the computational load on the vertex shader, with dynamic support for adding or removing interaction bounds.Adaptive surface-based functionality:Captures height textures during the editing phase, which are then saved for runtime use, improving performance by avoiding additional calculations during runtime.Random wind impact curve generation:Enhances the natural variation of wind effects on the grass blades, simulating more realistic wind behavior.GPU brush processing:Uses GPU-based brush techniques to greatly enhance painting performance, supporting TextureArray for efficient texture handling.GPU culling:Performs per-instance culling on the GPU to optimize rendering performance.Mask filter:Utilizes mask textures to perform culling operations, improving performance when working with complex vegetation.Root fading treatment:Applies height and afterOpaqueColor transitions to fade the base of the grass, preventing alpha sorting issues.