GPU Infinite Grass v.1.2.0 released!
- Surface Normal support (better shading)
- Correct light attenuation (was broken before)
- Unity Fog support
- Editor GUI improved
- Other fixes
Already available on Booth and Patreon:
redsim.booth.pm/items/7997362
patreon.com/posts/150937...
08.03.2026 02:47
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You can just rotate the surface upside down, and it should work automatically.
And don't worry about my YT channel, it's just my stupid sense of humour, kinda x.x
27.02.2026 03:53
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The idea is to store occlusion data as Mono Spherical Harmonics 3D Volumes: RGB - L1, A - L0. And if you evaluate such data using light direction (Light SH for example), you'll get a mask to occlude light.
25.02.2026 20:47
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A very rough proof of concept of Baked Directional AO for VRC Light Volumes. I'm not sure if I want to integrate it into light volumes for real, but it could be a VERY performant solution to make super cheap realtime contact shadows.
25.02.2026 20:47
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Grass particle render pass:
- Grass is rendered as GPU-instanced particles using Particle Material.
- Grass is generated around the active render center.
- Grass generation order follows the hexagonal spiral shape to have the correct sorting, reducing overdrawing.
25.02.2026 16:47
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Trail interaction pass:
- Trail CRT stores dynamic bend vectors.
- Trail Material writes interaction from players/targets into that texture.
- The grass shader reads it to bend and dim touched grass.
25.02.2026 16:47
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Surface mask pass:
- A dedicated orthographic camera renders the assigned surface meshes with MaskMaterial into a render texture.
- Mask RGB comes from vertex color and defines grass type distribution.
- Mask A stores world-height information used to place particles vertically.
25.02.2026 16:47
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How the asset works:
Mesh generation and painting:
- Editor script generates a copy of a specified surface mesh or terrain to leave original untouched
- User paints grass mask that is stored as RGB vertex color of the surface mesh shape to have the correct sorting, reducing overdrawing.
25.02.2026 16:47
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GPU Infinite Grass v.1.1.0 released!
- Unity Terrain support
- Surface Mask shader improved
- New surface setup workflow
- You can now draw grass on ceilings too
- Fixed several bugs where grass wasn't rendering in VRChat or Play Mode
redsim.booth.pm/items/7997362
24.02.2026 17:28
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Hey! That's a nice question. It's not possible right now, but as you asked, I just implemented this feature, so it will be in the next update! Soon today...
24.02.2026 15:21
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Testing GPU Infinite Grass with Unity Terrain... And I surprised how perfectly liminal it looks with just a default terrain texture!
23.02.2026 10:43
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Working on the GPU Infinite Grass most requested feature: Unity Terrain support! Gonna be in the next update very soon, as well as lots of small bug fixes and improvements.
22.02.2026 01:10
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Today is the last day to get GPU Infinite Grass with 20% discount!
19.02.2026 13:55
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Right now it works like that, right. I'm gonna fix it in the next update, very soon!
18.02.2026 00:57
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Thanks! It can be any resolution you want and feel enough. For example, I use 1x1x1 Light Volume (a single voxel) for the demo world here :D Because there are no sharp shadows from any objects, so it works nice. Light Volumes here are not something that should limit you.
17.02.2026 12:23
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I just want to make it affordable for people. Don't want to build a business on it, but I'm really grateful that people support me buying the asset.
17.02.2026 11:39
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The system was optimized a lot since the last time I showed it in VRChat. You can check how it works now in this world: vrchat.com/home/launch?...
17.02.2026 11:26
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My new "GPU Infinite Grass" is finally out!
Renders millions of grass blades to the horizon!
Mobile/Quest-ready, Light Volumes support, bendable by players and objects.
Available on Booth & Patreon.
20% off for the first 3 days! redsim.booth.pm/items/7997362
patreon.com/posts/150937...
17.02.2026 11:26
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In self-shadow mode you should always have a balance between Samples Near and Samples Far. Less samples near and more - far. In both modes increasing samples count usually solves most of the problems, but increases render time.
06.02.2026 13:33
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They are kinda cursed sometimes. In self-shadow mode they sometimes doesn't make effect very close to the mesh. Without this mode, under the hood, they actually spawn lots of point lights all over the surface. If you have a large area light you should increase samples count up to 4096 or even more.
06.02.2026 13:31
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I remember it like it was yesterday...
03.02.2026 05:42
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Hacking to the Gate
28.01.2026 03:31
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I finally made the Divergence Meter prototype work! Now need to polish it and write a proper firmware.
27.01.2026 17:16
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Mururururururururururururu!
23.01.2026 14:52
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Just got some PCBs I designed from JLCPCB. I hope, this thing will work as expected!
23.01.2026 12:17
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My grass system is now closer to the release! It's now possible to draw up to 3 types of grass, or even more, but randomized or sorted by size. You can draw it on top of any mesh with the brush instrument I provide, or with vertex color paint in Blender.
22.01.2026 19:33
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Thanks! It's an aesthetic choice to make it look more like a field. But it's just a mask and it can be configured
21.01.2026 00:14
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I was bored today, so I made an ESP32 pixel-camera. Would be really cool to make it a real portable device, but I'm too lazy (have a grass shader to finish)
16.01.2026 00:03
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